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  #131  
Old September 22nd, 2010, 11:30 PM

Valerius Valerius is offline
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Default Re: Boot Camp - Newbie intro to Dominions MP - Running

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Originally Posted by Ragnars Wolves View Post
I would never sneak attack anyone but I DO wonder this for the future...I have NOT seen 1 nap made public in the forum. So....if we are having binding Naps why are we not making them public.
See my first post regarding my opinion regarding diplomacy - I never specify anything. Anyone is free to violate a NAP - and accept the consequences.

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Originally Posted by Ragnars Wolves View Post
However, for the sake of clarifacation...

Turn 16 gave notice (allows you to start to prepare) turn 1.
Turn 17 is turn 2
Turn 18 is turn 3
Turn 19 is turn 4 Hostilities (IF ANY) may begin.
It seems to me you're saying attack orders can be issued on turn 18, with the battles taking place on turn 19. While Groundworm's understanding is that orders are given on turn 19, with the battles taking place on turn 20. Sound right? If so, you'll need to decide which of your interpretations will apply (I've seen both used for NAP 3's - though more commonly your interpretation). But this is an example of why it's helpful to clarify this.
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  #132  
Old September 23rd, 2010, 06:02 AM
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Soyweiser Soyweiser is offline
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Default Re: Boot Camp - Newbie intro to Dominions MP - Running

Unrelated to the current discussion.

Damnnit, I hate it when move orders fail.

Sorry about the lack of troops on your cap Caelum. Somebody didn't want to move...
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  #133  
Old September 23rd, 2010, 08:53 AM
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Ragnars Wolves Ragnars Wolves is offline
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Default Re: Boot Camp - Newbie intro to Dominions MP - Running

I talked to GW in a PM and hhe didn't say anything about my counter explanation. Actually, I had no idea who was right....I just asked my Dad how it worked (GrudgeBringer)and used his understanding. He said the same thing you did, that different people look at it different ways, and some don't look or care about it at all. I guess the next time I will take 2 extra minutes to figure it out so there isn't a problem and always do it the same way.

GW and I both understand that this is a war game and it isn't personal. In fact, in the only other game I have played (we are on turn 16 or so also) we are allies. But for THIS game, maybe it is good this came up so that everyone can ask how it will work with them and not have a big blowup.
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  #134  
Old September 23rd, 2010, 12:01 PM

DragonRider DragonRider is offline
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Default Re: Boot Camp - Newbie intro to Dominions MP - Running

Personally, my understanding is that if the message breaking the pact arrives at turn 16, it is appropriate to give invasion orders on turn 18 so the battle happens at 19. The idea is to give the person three turns to prepare before the war starts. Under that interpretation, if the defender has troops three turns away from the border, they can be there to reinforce it before the first battle happens (since movement into friendly territory always resolves before movement into enemy territory). That tells me that the terms were honored.
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  #135  
Old September 25th, 2010, 02:02 AM
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Default Re: Boot Camp - Newbie intro to Dominions MP - Running

Jotunheim now officially mourns the death of our once proud prophet. Borme is dead, and he will be missed.

Is anybody already trading hammers?

I would also be open to trade a few nature gems for water gems. (I have spare nature, want some water).
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  #136  
Old September 25th, 2010, 08:59 AM

Duncan_Frost Duncan_Frost is offline
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Default Re: Boot Camp - Newbie intro to Dominions MP - Running

I have one guy who can make hammers and he's one of my biggest research monkies... but if you really want some then by all means send me your stuff in return
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  #137  
Old September 25th, 2010, 12:18 PM

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Default Re: Boot Camp - Newbie intro to Dominions MP - Running

Oh boy. Two Knight invasions in a row. Gotta love those.

But here's a question. Which of the following is true?

1) If one army routs, but the second army loses its last commander before the battle is totally over, the second army will keep fighting anyway.

2) A hidden scout in a province counts as a commander for any troops fighting in that province, so they won't rout even if all their visible commanders die.

3) Royal Guards are total badasses and think commanders are for suckers anyway.

Because the thing that just happened isn't really in agreement with what I thought I knew about the game. The first one sounds the most reasonable but I could have sworn that it was specifically not true, and that battles could rarely be won by whoever routs the slowest.
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  #138  
Old September 26th, 2010, 10:26 AM

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Default Re: Boot Camp - Newbie intro to Dominions MP - Running

We've started on the 20+ turns now and some nations are at war. Is the turn timer going to go up soon?
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  #139  
Old September 26th, 2010, 02:14 PM

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Default Re: Boot Camp - Newbie intro to Dominions MP - Running

Quote:
Originally Posted by DragonRider View Post
Oh boy. Two Knight invasions in a row. Gotta love those.

But here's a question. Which of the following is true?

1) If one army routs, but the second army loses its last commander before the battle is totally over, the second army will keep fighting anyway.

2) A hidden scout in a province counts as a commander for any troops fighting in that province, so they won't rout even if all their visible commanders die.

3) Royal Guards are total badasses and think commanders are for suckers anyway.

Because the thing that just happened isn't really in agreement with what I thought I knew about the game. The first one sounds the most reasonable but I could have sworn that it was specifically not true, and that battles could rarely be won by whoever routs the slowest.
Hidden scouts definitely don't count as commanders. Did you find out anything about option 1? I know the type of situation you're talking about but am not sure that is the mechanic at work.

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Originally Posted by durecellrabbit View Post
We've started on the 20+ turns now and some nations are at war. Is the turn timer going to go up soon?
Sorry; hosting interval has now been set to 48 hours (in the process postponing the current turn by 24 hours).
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  #140  
Old September 29th, 2010, 11:29 AM
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Default Re: Boot Camp - Newbie intro to Dominions MP - Running

Epic attacks by Marignon. Methinks Abysia just got destroyed... I think that the only way to stop the inquisition now is to all team up and destroy Marignon for this arrogance!

(Disclamer: I share no border with Marignon, so a call to arms is easy and low risk for me to make ).
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