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Author Topic: Vanigo's Empire Game- Turn 72; Game over man  (Read 48314 times)

notquitethere

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Re: Vanigo's Empire Game- Turn 25
« Reply #375 on: June 27, 2014, 07:34:08 am »

If it's any consolation, I'm beginning to feel thinly spread.

Spoiler: Turn 25 (click to show/hide)
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Rolepgeek

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Re: Vanigo's Empire Game- Turn 25
« Reply #376 on: June 27, 2014, 10:13:14 am »

Well, if you get 1 or 2 high health and defense guys in melee, your ranged guys get to just sit there all day taking pot shots.
Outside of having a few specialists (siege, healers, units with auras) and units that need rare resources (mana units, mithril units) you don't ever want to split your force with different speed and range units.
E: Just waiting on nqt.
I think it's less of a 'split your forces' thing and more of a 'mass all of your troops into one giant glob'.
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lemon10

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Re: Vanigo's Empire Game- Turn 25
« Reply #377 on: June 27, 2014, 04:37:42 pm »

Turn 26
Spoiler: Turn 25 results (click to show/hide)
Spoiler: Battle details (click to show/hide)
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And with a mighty leap, the evil Conservative flies through the window, escaping our heroes once again!
Because the solution to not being able to control your dakka is MOAR DAKKA.

That's it. We've finally crossed over and become the nation of Da Orky Boyz.

RangerCado

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Re: Vanigo's Empire Game- Turn 26
« Reply #378 on: June 27, 2014, 04:43:37 pm »

Spoiler (click to show/hide)
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lemon10

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Re: Vanigo's Empire Game- Turn 25
« Reply #379 on: June 27, 2014, 04:49:27 pm »

If it's any consolation, I'm beginning to feel thinly spread.
Yeah, I think that probably cost you your easy victory. If you had focused on a single front after taking those initial two cities you could have beaten any army raised against you fairly easily (and wiped out either Zanz, Kash, or Boyd without trouble). As it is though you ended up splitting your force into three. Splitting your force that thin both cost you your growth potential (since you spend all your iron and lots of your labor to be able to field two attacking armies) and allowed your enemies to array against you.
« Last Edit: June 27, 2014, 05:07:53 pm by lemon10 »
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And with a mighty leap, the evil Conservative flies through the window, escaping our heroes once again!
Because the solution to not being able to control your dakka is MOAR DAKKA.

That's it. We've finally crossed over and become the nation of Da Orky Boyz.

Rolepgeek

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Re: Vanigo's Empire Game- Turn 26
« Reply #380 on: June 27, 2014, 05:01:14 pm »

Spoiler (click to show/hide)

Where is your talk of iron price now, warlord? Your forces hide behind the walls of your newly taken city, as it's inhabitants curse your name. You speak of taking our farmlands; yet you will nurture our harvest with the blood of your soldiers. Our armies swell with men from those very same farms, eager to prove their worth in glorious battle. Our ranks sit on your doorstep, while the nation prospers behind their watchful gaze. Time itself works against you, as every month that passes allows us to grow greater and recruit more eager young men to cut you apart. Do not presume that because the pig is fat, that is ripe for the slaughter; remember, instead, that the boar is wily and fierce enough to have more than it's share of the meal.

So tell me, warlord. Where is your talk of conquest now?
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lemon10

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Re: Vanigo's Empire Game- Turn 26
« Reply #381 on: June 27, 2014, 05:20:12 pm »

I'm thinking of making a battle simulator. You would input the troops on both sides and any other details (eg. terrain, city defensive bonuses), and it would run the battle a few hundred times to determine your win/loss ration if you go into battle. It wouldn't be perfect (because even with a few hundred runs luck could throw it off a few percentage points), but it does seem like such a thing would be fairly accurate and useful.
Do you guys think you would be interested in using such a tool if I end up making it?

Also, looking at the state of the game, I really think it will soon be time to stop thinking about "everyone against NQT" and start thinking about eventual victory.
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And with a mighty leap, the evil Conservative flies through the window, escaping our heroes once again!
Because the solution to not being able to control your dakka is MOAR DAKKA.

That's it. We've finally crossed over and become the nation of Da Orky Boyz.

Rolepgeek

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Re: Vanigo's Empire Game- Turn 26
« Reply #382 on: June 27, 2014, 05:23:21 pm »

No, Lemon10.

That time will come when NQT has one city left guarded by the most grizzled of the grizzly, that everyone just leaves alone cuz no one cares to lose all the troops it would take to conquer.

As for the battle simulator, I like that.



Can I ask what Hydromancers, Priests of Life, Paladins, Priests of Death, Skeletons, Air Mages, Lightning Skiffs(unless they're naval then I don't care), normal Priests, and Healers do? As well, can I ask what the difference between Crossbowmen and Longbowmen is?

I haven't wanted to touch the admin interface because it feels like cheating. Maybe I'm wrong but...
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lemon10

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Re: Vanigo's Empire Game- Turn 26
« Reply #383 on: June 27, 2014, 05:56:16 pm »

No, Lemon10.

That time will come when NQT has one city left guarded by the most grizzled of the grizzly, that everyone just leaves alone cuz no one cares to lose all the troops it would take to conquer.

As for the battle simulator, I like that.
Using the admin interface helps a lot in understanding the game. It tells you the stats, strengths and costs of all the units for long term planning. It allows you to run battles to see what the outcome will be, it allows you to run the game turns into the future to see longer term results of you actions (eg. seeing how long it will take to get a building you want), and combining it with the player interface you can use it to see the potential actions your enemies can take over a few turns.
Can I ask what Hydromancers, Priests of Life, Paladins, Priests of Death, Skeletons, Air Mages, Lightning Skiffs(unless they're naval then I don't care), normal Priests, and Healers do? As well, can I ask what the difference between Crossbowmen and Longbowmen is?

I haven't wanted to touch the admin interface because it feels like cheating. Maybe I'm wrong but...
The admin interface should be able to answer most of those questions. It won't tell you what specific abilities do for the most part, but it would still tell you a good deal. I will answer what abilities do to the best of my knowledge, but you can also look at these things yourself to some extent. For instance if you just looked you would see that lightning skiffs have no powers besides flying and mechanichal.
Crossbowmen VS Longbowmen: Longbowmen are lower tier units (and due to that substantially weaker). Longbowmen just require a bowyer, while crossbowmen require both a bowyer and a foundry. Crossbowmen are also more expensive.

Healing: Heal all friendly units in the army(tile?) by the healing amount every turn, in addition to whatever healing they get naturally.
Bless: Increase friendly units defense and resistance by the blessing amount.
Undead: Immunity to some effects, affected by weaken undead.
Mechanical: Immunity to some effects.
Flying: Units can fly over all terrain for a cost of one per tile. Also take half damage from non-magic, non-ranged attacks.

Earth mages:
Bonus damage: Adds +bonus to your attack roll, not the die size.
Earth Shielding (LV3): Buffs defense by "a lot".

Air Mages:
Favoring Wind: Lengthens range of non-magic ranged units
Unfavorable Wind: Shortens range of non-magic ranged units
Flying (LV3)

PoL:
Bless, Healing.
Mass Weaken Undead (LV3): Weakens all enemy(?) undead in the enemy force by some amount.

PoD:
Aura of Weakness: Debuffs attack, defense, and md by 1 (doesn't work on undead or mechanical units).
Crippling Wounds: Permanently weakens enemies it attacks.

Hydromancer:
Water Sheilding: Increases magic defense by "a lot".
Freezing Attack (LV3): Weakens and slows enemies they hit.

Pyromancer:
Mana Burn: Weaken MD(???)
Ignite Weapons: Buffs non-magic attack.
-----
Note that I don't know the numbers on any of the abilities unless I mentioned them already. I have no clue how strong most of the buffs are.
« Last Edit: June 27, 2014, 05:57:48 pm by lemon10 »
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And with a mighty leap, the evil Conservative flies through the window, escaping our heroes once again!
Because the solution to not being able to control your dakka is MOAR DAKKA.

That's it. We've finally crossed over and become the nation of Da Orky Boyz.

Rolepgeek

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Re: Vanigo's Empire Game- Turn 26
« Reply #384 on: June 27, 2014, 06:07:13 pm »

My thanks. I did go ahead and try using it just to see what some of the stuff was like(Oh my god skeletons piss me off so much AGH at least you have to have some really high-tier buildings for them), but I didn't know what a lot of them actually meant beyond guessing.

I also had no idea various units got more buffs and abilities as they leveled up. I'll have to see if that applies to other mana units.

Also, since it's past that turn now, would it have been a better idea for me to have attacked last turn? He only had 3 units, and they weren't all the same Range/move, but they were higher level and he did have 50% bonus to defense...
Right I wouldn't have been able to...Derp.

((Speaking of defense; since I'm on a mountain tile, I have more defense bonus than he does. XD))
« Last Edit: June 27, 2014, 06:09:38 pm by Rolepgeek »
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notquitethere

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Re: Vanigo's Empire Game- Turn 26
« Reply #385 on: June 27, 2014, 06:35:10 pm »

Spoiler: Turn 26 (click to show/hide)
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Kashyyk

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Re: Vanigo's Empire Game- Turn 26
« Reply #386 on: June 27, 2014, 07:25:14 pm »

Spoiler (click to show/hide)
« Last Edit: June 27, 2014, 07:30:58 pm by Kashyyk »
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Zanzetkuken The Great

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Re: Vanigo's Empire Game- Turn 26
« Reply #387 on: June 27, 2014, 07:29:00 pm »

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lemon10

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Re: Vanigo's Empire Game- Turn 26
« Reply #388 on: June 28, 2014, 02:40:25 pm »

Turn 27
Spoiler: Turn 26 results (click to show/hide)
Spoiler: Battle Details (click to show/hide)
Thoughts and notes: You can't raze cities with hostile troops in them.
Ranger's calvary probably (but not for certain) could have won that battle (at the cost of quite a bit of health) if they had stuck together, or they both could have avoided it. Keeping a single unit there wasn't the ideal path.
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« Last Edit: June 28, 2014, 02:47:45 pm by lemon10 »
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And with a mighty leap, the evil Conservative flies through the window, escaping our heroes once again!
Because the solution to not being able to control your dakka is MOAR DAKKA.

That's it. We've finally crossed over and become the nation of Da Orky Boyz.

Rolepgeek

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Re: Vanigo's Empire Game- Turn 27
« Reply #389 on: June 28, 2014, 05:09:42 pm »

We really are at a standoff for the moment, NQT. Your units are experienced enough and still have such a good defense bonus that I can't hope to take the city yet.

However, I have enough units, and all at the same movement speed and range, as well as an excellent defense bonus on the iron mine, that you can't even dream of beating them. I actually have the advantage in this standoff(still very standoffish, though), as in the test battles I ran, I lost very few troops while slaughtering yours when defending, and killed most of your forces when attacking. Not all, not enough to make it worth it...but quite a few.

You say luck favors the bold; I say good things come to those who wait.


EDIT: Lemon, are we allowed to let armies of other nations go past/through the tile one of your own is in unmolested, if both players agree?
« Last Edit: June 28, 2014, 05:33:35 pm by Rolepgeek »
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