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  #41  
Old April 26th, 2004, 10:39 PM

calmon calmon is offline
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Default Re: Cradle of Doom - MP game - RUNNING

To prevent a stalling first turn:

Delete your old 'CradleofDoom' game folder before connecting the server.
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  #42  
Old April 26th, 2004, 11:13 PM
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sergex sergex is offline
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Default Re: Cradle of Doom - MP game - RUNNING

yes, delete your old save file or you'll mess up the new turns.-
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  #43  
Old April 27th, 2004, 12:52 AM

Vynd Vynd is offline
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Default Re: Cradle of Doom - MP game - RUNNING

Quote:
Originally posted by sergex:
yes, delete your old save file or you'll mess up the new turns.-
Hmm, it would have been helpful for the e-mail to have said something about this. I'll go and delete my saved games and then try again. Hopefully I haven't already fouled everything up.

Edit: Looks like I was in time to fix things. Now if only I could have my starting position from the Last game back...

[ April 27, 2004, 01:12: Message edited by: Vynd ]
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  #44  
Old April 27th, 2004, 10:25 PM
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josh_f josh_f is offline
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Default Re: Cradle of Doom - MP game - RUNNING

I just noticed that we restarted. I didn't delete my save file. It just staled my first turn annoying, but no big deal. Let's keep playing.
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  #45  
Old May 4th, 2004, 11:48 PM

rabelais rabelais is offline
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Default Re: Cradle of Doom - MP game - RUNNING

Machaka is going AI.

Funny story really, I started on the very edge of the non wraparound map. First time that's ever happened to me.

The lack of circular connectivity made for some very poor expansion, but I was having a good time.

I got hit with a random event that destroyed my main army utterly (despite Luck 3 etc.)

Enormous earthquake... critters out of ... trog event, no biggie.

except this time there were 40+ trogs!!! on turn 11!.

Hilarious. Goodbye Yasini et alia.

That wasn't the part that annoyed me.

I got annoyed when I looked at the prov, and I noticed it wasn't independent. It was abysian.

It appears the VQ SC one hex over had *no problem* dealing with the hypertrophic trog horde.

When an exploit beats a highly improbable glitch, it's time to go.


Rabe the Repulsed

[ May 04, 2004, 22:50: Message edited by: rabelais ]
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  #46  
Old May 4th, 2004, 11:56 PM

Norfleet Norfleet is offline
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Default Re: Cradle of Doom - MP game - RUNNING

Quote:
Originally posted by rabelais:
It appears the VQ SC one hex over had *no problem* dealing with the hypertrophic trog horde.
Let me get this straight: A VQ, who was NOT IN THE PROVINCE, managed to kill all of the 40 trogs (not all that impressive, given that tramplers are highly ineffective against ethereals of any kind)?
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  #47  
Old May 5th, 2004, 12:59 AM

rabelais rabelais is offline
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Default Re: Cradle of Doom - MP game - RUNNING

trogs killed me... VQ killed trogs, same turn. event/magic battles go first.

[ May 05, 2004, 00:00: Message edited by: rabelais ]
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  #48  
Old May 5th, 2004, 03:40 AM

Norfleet Norfleet is offline
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Default Re: Cradle of Doom - MP game - RUNNING

Well, then, that's not a problem.

Trogs are not really that powerful of a unit....and their primary attack is trampling, exactly the sort of thing which is all but worthless on a high-defense, ethereal unit of any kind. I am not in any way surprised that the Trogs lost to a VQ. A handful of ghosts could have done that, too. Trogs are a mismatch against an ethereal unit.
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  #49  
Old May 5th, 2004, 03:59 AM
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Graeme Dice Graeme Dice is offline
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Default Re: Cradle of Doom - MP game - RUNNING

There is one thing that trampling is always good for though, which is that it gets rid of mirror images instantly.
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  #50  
Old May 5th, 2004, 04:07 AM
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Default Re: Cradle of Doom - MP game - RUNNING

You took a province that was in my domain and you could cleary see that I had a SC from the leaderboard. I could clearly see that you did not have a SC from the leaderboard, or were not using one in combat at this time. You had a relatively small army and lost it to a special event, but you would have lost it to my VQ anyway.

I am not interested in attacking you further and there is no reason for you to go AI at this time, assuming you have somewhere else to expand to. Even if I let you have this province, that province is in a direct path to my capital with no off-branching provinces. There are 4 provinces in a row that are a straight path, in a corridor. Even if you got this province in question and the next 2 you'd be right next to my capital, so you DEFINITELY need another avenue of expansion besides this one. If you can't expand West and Southwest then are totally landlocked anyway.

So, if losing an army of rabble early in the game is enough to make you quit, you really need to rethink it. Believe me, after another couple of days you won't even remember this turn. I won't attack up that corridor any further so don't quit because you think you can't take on my VQ.
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