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The Kuriotates: A Tale of Centaurs, Hubris, and Unbridled Enthusiasm

Mardoc Wrote:We managed to get 25 units there?

Yeah, that's all of our centaurs except for the charger that Kwythellar built last turn, and the ones Kwythellar and Naggarond built this turn.

Ilios could do a lot of damage with his two 5-move horsemen, if he decides to pillage our towns into the ground. But he can't hope to take our cities, and if he sticks around we'll start killing off his priests. (Possibly he doesn't know that they're his top defenders right now, but when he realizes it he might start retreating).

Mardoc Wrote:Unless things go really haywire, I bet we'd much rather another Charger than a set of walls.

Yeah, almost certainly not a wall. Maybe a charger, or we could go back to building our [STRIKE]doomsday device[/STRIKE] Tower of Divination.
And I'm thinking Naggarond should put out a couple more hawks. There are all kinds of other directions people could come at us from (for example, if Ilios hit us from the northwest right now, we'd be in a lot of trouble).

Quote: And, maybe, how many Elohim cities we can raze in retaliation for the lost Mercurian ones.

While it would be nice to take the fight to Ilios, I don't think the time is right for that. We need more Mercurian cities, preferable close to home so we can actually defend them. So I'm thinking when we're done fighting off Ilios, we go back to the original plan of hitting Thoth. (And, of course, fighting off the next wave of Beasts that Bob throws at us.)

Quote:Huh. That reminds me - weren't we supposed to get Angels for razed Mercurian cities? I'm pretty sure we haven't been.

Maybe the angel mechanism is bugged? I don't think we've gotten any angels so far (it would show up in the event log for Basium, I think).
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HidingKneel Wrote:Yeah, almost certainly not a wall. Maybe a charger, or we could go back to building our [STRIKE]doomsday device[/STRIKE] Tower of Divination.
And I'm thinking Naggarond should put out a couple more hawks. There are all kinds of other directions people could come at us from (for example, if Ilios hit us from the northwest right now, we'd be in a lot of trouble).

Let's see what our casualties look like. I really want to destroy this army. But there's no point in overkill, true. And collateral would have made this a lot less stressful, also true.
EitB 25 - Perpentach
Occasional mapmaker

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Quote:Maybe the angel mechanism is bugged? I don't think we've gotten any angels so far (it would show up in the event log for Basium, I think).

Ilios has reported that the "Some of your units have gone to serve the Mercurians" message triggered when the city was razed. If you guys really haven't been getting any angels, something is up and should probably be investigated.
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Selrahc Wrote:Ilios has reported that the "Some of your units have gone to serve the Mercurians" message triggered when the city was razed. If you guys really haven't been getting any angels, something is up and should probably be investigated.

Well, on T104. we have 8 Angels. On T82 we had 6. So we've apparently gained two so far. I'm afraid I haven't been paying close enough attention to know how many we *should* have, though.

Edit: I know we've lost three Mercurian cities. I don't quite recall if we lost any Angels, though.
EitB 25 - Perpentach
Occasional mapmaker

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Mardoc Wrote:Edit: I know we've lost three Mercurian cities. I don't quite recall if we lost any Angels, though.

Are you able to check the stats screen?
Merovech's Mapmaking Guidelines:
0. Player Requests: The player's requests take precedence, even if they contradict the following guidelines.

1. Balance: The map must be balanced, both in regards to land quality and availability and in regards to special civilization features. A map may be wonderfully unique and surprising, but, if it is unbalanced, the game will suffer and the player's enjoyment will not be as high as it could be.

2. Identity and Enjoyment: The map should be interesting to play at all levels, from city placement and management to the border-created interactions between civilizations, and should include varied terrain. Flavor should enhance the inherent pleasure resulting from the underlying tile arrangements. The map should not be exceedingly lush, but it is better to err on the lush side than on the poor side when placing terrain.

3. Feel (Avoiding Gimmicks): The map should not be overwhelmed or dominated by the mapmaker's flavor. Embellishment of the map through the use of special improvements, barbarian units, and abnormal terrain can enhance the identity and enjoyment of the map, but should take a backseat to the more normal aspects of the map. The game should usually not revolve around the flavor, but merely be accented by it.

4. Realism: Where possible, the terrain of the map should be realistic. Jungles on desert tiles, or even next to desert tiles, should therefore have a very specific reason for existing. Rivers should run downhill or across level ground into bodies of water. Irrigated terrain should have a higher grassland to plains ratio than dry terrain. Mountain chains should cast rain shadows. Islands, mountains, and peninsulas should follow logical plate tectonics.
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Merovech Wrote:Are you able to check the stats screen?

But that's cheating wink.

[Image: PBEMXXI%20T104%20Stats.JPG]

Yes, we've lost an Angel. We've also lost an axeman, though - so I think there is actually a bug here. We should be at least net +4 -1 Angel, or 9 Angels. When in reality we have 8. More if there's any Kilmorph or Order unit that died anywhere outside our borders.

This is the best kind of bug, too - one that's not consistent frown. I couldn't say which Angel we failed to get.
EitB 25 - Perpentach
Occasional mapmaker

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One would think that if there is a bug it is probably from the axeman, since you've lost three cities and only one axeman. Was the axeman actually owned by Basium?

Okay it definitely was, since those statistics are specific to Basium and not for the entire team (no lost workers for example). So that's probably what's bugged.
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NobleHelium Wrote:One would think that if there is a bug it is probably from the axeman, since you've lost three cities and only one axeman.


Well, maybe. I can imagine a possible bug if the Angel's spawning location is random, depending on the details of sequences. If the game, for instance, chooses which city to put the Angel in without disqualifying the city being razed, until after the city's gone, at which point the spawning location is no longer valid. If it's this one, though, the only way to test would be to constantly build new cities and allow them to be razed.

Or, heck, it could even be some interaction between the two. I think the last unit killed, before Ilios took the city and razed it, was the Axeman. Maybe the game can't handle dispensing two Angels at once.

Quote:Was the axeman actually owned by Basium?

Yep. Not possible for it to show up on that screen if it wasn't, I think. Plus - the Kurios still have exactly zero Training Yards.

Ilios Wrote:I'm on vacation, on a super-important turn in the war...let's have another beer instead of playing the turn and letting Mardoc/HK know if their super-city survived
bang
EitB 25 - Perpentach
Occasional mapmaker

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I'm with Ilios on that one.
I've got some dirt on my shoulder, can you brush it off for me?
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When did we lose an angel? There weren't any in that first city Ilios took, and I thought the other two we abandoned before the attackers arrived.

Good to know the mechanism is working, though.

And if Ilios takes Avelorn this turn, I'll eat my hat lol.
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