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August 13th, 2009, 02:17 PM
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BANNED USER
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Join Date: Mar 2009
Location: Seattle
Posts: 868
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Thanked 42 Times in 33 Posts
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Re: Vicious Circle2 Upload pretenders
just a heads up- trumanator and i will be traveling today and tomorrow, and may not have internet. if we do, its all good, but we may need a few hours so just maybe keep an eye on us please GB. the first turn is 48h by default so unless we get preteners really quick, we likely won't need more time.
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August 13th, 2009, 02:19 PM
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Lieutenant Colonel
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Join Date: May 2008
Location: Kansas City, MO
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Re: Vicious Circle2 Upload pretenders
NP on that Llama and trumanator
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August 13th, 2009, 02:20 PM
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BANNED USER
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Join Date: Mar 2009
Location: Seattle
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Re: Vicious Circle2 Upload pretenders
Quote:
Originally Posted by GrudgeBringer
NP on that Lama and trumanator
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one L
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August 13th, 2009, 02:20 PM
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Corporal
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Join Date: Nov 2008
Location: china
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Re: Vicious Circle2 Upload pretenders
Quote:
Originally Posted by Frozen Lama
as far as victory conditions- in probably 90% of games, the winner is decided by concession of the remaining players, but just in case, lets keep it simple and make it 2/3 of the capitols. so 12 caps.
JR77- the map is dark heavens, GB made it a little confusing by making a new thread, but the link is in the older thread.
personally i'm not a fan of the 10 turn NAP on principle, but i can see why we have it. its great for Tir.
and yeah, no restart you can't please everyone.
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10 turns NAP is a horror!
Noobs should fight! fight! fight! until we lost the last man!
PS:
I don't think it's a good choice for ea-tir to sign a 10 turns nap.Tir is so powerfull and it needn't sign any NAPS in early period of the game!
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August 13th, 2009, 02:23 PM
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BANNED USER
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Join Date: Mar 2009
Location: Seattle
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Re: Vicious Circle2 Upload pretenders
thanks for speaking up. me and GB have been discussing the NAP. the idea is so that someone in their first MP game doesn't die on turn 10 (which i've killed people on) and then decides dom MP is too much for them. but of course if a few more people speak up, we can change it. maybe a 7 turn one?
and Tir desperatly needs some basic research before it can kill anything. turns 20-50 are its best times
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August 13th, 2009, 02:27 PM
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Lieutenant Colonel
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Join Date: May 2008
Location: Kansas City, MO
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Re: Vicious Circle2 Upload pretenders
We have had a lot of feed back on the 10 turn no attack rule.
While most agree that 10 turns is ok they have a valid concern i will address right now.
During the 10 turns you may NOT take a province that adjoins anothers capitol. If you get hemmed in prepare to fight your way out on turn 11.
As 1 guy said "The fastest Rush he had ever put on someone started about turn 7" so we are just slowing the rush nations by about 3 or 4 turns. Not that big of a deal.
PM me if you want to make a comment, I am always open to suggestions but a Number of players (mostly newer) are somewhat concerned about certain nations AND skill level differences.
This is the only way we could come up with a viable solution to make everyone feel 'secure' (at least for 10 turns), it should get real interesting after that!!
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August 13th, 2009, 02:31 PM
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Lieutenant Colonel
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Join Date: May 2008
Location: Kansas City, MO
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Re: Vicious Circle2 Upload pretenders
I can live with a 7 turn but I promised a number of nations that they wouldn't be rushed right away and I won't break my word.
10 or 7 thats the options (the No taking adjoing provinces to capitols is still in effect)
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August 13th, 2009, 04:31 PM
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Major General
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Join Date: Jun 2009
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Re: Vicious Circle2 Upload pretenders
how do you know you're taking a province adjoining a capitol if you don't already own a province adjacent to their capitol?
Also, i'd definitely be a fan of turn 7. Heck, i'd rather not have it at all, reduces the strategic options and decreases the learning experience of having to fend off a rush.
(I think it was Redwich i was attacked by Skaven on turn 5 or something ridiculous like that).
Edit: Which e-mail address do i send pretenders to again? Its been awhile and I forgot...
Last edited by Squirrelloid; August 13th, 2009 at 04:48 PM..
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August 13th, 2009, 05:30 PM
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Lieutenant Colonel
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Join Date: May 2008
Location: Kansas City, MO
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Re: Vicious Circle2 Upload pretenders
We did this in another game and the way we settled it was simple....You take a Province next to a capitol in the first 7 turns you retreat and the other nation takes it back...all you did was clear out the indies for him.
NOW, it HAS happened that Nation A was going into province 39 (for example) and Nation B was going into it at the same time. If that happens then there is no malice and the best man wins (UNLESS its next to his capitol then you must retreat.)
Last scenario...you have taken one of the provinces around my capitol. You retreat as expected but I have an army somewhere else and don't do anything about it.
On turn 8 its YOURS and troops can be moved in.
This is important.....an adjacent province is onr that borders your Cap AND you can reach it in one turn. If there is a mountian, uncrosable river or any other obstacle that will not let you move DIRECTLY into the province it is NOT considered adjacent and is fair game.
Just use common sense IT HAS BEEN CHANED TO 7 TURNS and you can attack on turn 8.
SEND PRETENDER TO Pretenders@llamaserver.net
In the subject line you must put viciouscircle2 (just like that..no spaces) and send
Last edited by GrudgeBringer; August 13th, 2009 at 05:43 PM..
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August 13th, 2009, 05:38 PM
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Corporal
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Join Date: Mar 2009
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Re: Vicious Circle2 Upload pretenders
Well I can't say I agree with a NAP, but I'll go with the consensus.
Remember guys, Rush nations are nations too ^.^
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