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Author Topic: The Dark Age - A Vanigo Empire Game - The Dark Age Has Ended  (Read 80654 times)

lemon10

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Re: The Dark Age - A Vanigo Empire Game - Turn 54
« Reply #660 on: November 17, 2014, 12:48:28 pm »

Seeing as my idea was the same as the man who created this game, I think it was a good one.

Spoiler (click to show/hide)
Yeah, the raiders really lack the naval support they need to be able to land against any kind of opposition.

If they had galleons it would be different, but even a dozen longboats against a few galleons is a massacre.
E: If they had naval parity things would be different, but as is have to land pretty much right away against me and Pictland, which prevents them from actually building up a army offshore.
Spoiler: Ireland turn 54 (click to show/hide)

Also: NQT: I reccomend you use this save game for turn 54 (and the saves that it spawns for future turns). It notably moves northumbria to last player, which means that the danes are 6th not 7th. That in turn means that you need one less click to add units (since only the first 6 countries are displayed on the first screen, and you have to click the down button to get to the second.
« Last Edit: November 17, 2014, 01:04:45 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.

notquitethere

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Re: The Dark Age - A Vanigo Empire Game - Turn 54
« Reply #661 on: November 17, 2014, 01:53:22 pm »

Also: NQT: I reccomend you use this save game for turn 54 (and the saves that it spawns for future turns). It notably moves northumbria to last player, which means that the danes are 6th not 7th. That in turn means that you need one less click to add units (since only the first 6 countries are displayed on the first screen, and you have to click the down button to get to the second.
Cheers, that'll save me a bit of time

OK, just loading up a new round now...
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notquitethere

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Re: The Dark Age - A Vanigo Empire Game - Turn 53
« Reply #662 on: November 17, 2014, 07:08:19 pm »

Spoiler: 868 AD (click to show/hide)
Spoiler: Battle Log (click to show/hide)

The icy northern waters ran red with blood as the Pictish galleons spread out to stop the Danes from landing. The Irish were able to destroy all the Danes that deigned to walk their lands. But on the mainland the Aberaeron garrison tore down the walls as they fled the marauders, all the while plotting their return. Egbert II rode forth and stopped the Danes from landing in the south. The British Isles held firm for another year.

Turn 55: 869 AD

Player interface
Admin Interface

Mercia - Rolepg
Wessex - Varee
Wales - Zanz
Ireland - Lemon10
Pictland - Kashyyk
Danes - NQT
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Zanzetkuken The Great

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Re: The Dark Age - A Vanigo Empire Game - Turn 55
« Reply #663 on: November 17, 2014, 07:26:06 pm »

How was Pictland able to attack so many units?  There was an army on either side.  How did they attack past that?
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notquitethere

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Re: The Dark Age - A Vanigo Empire Game - Turn 55
« Reply #664 on: November 17, 2014, 07:31:21 pm »

Spoiler (click to show/hide)

How was Pictland able to attack so many units?  There was an army on either side.  How did they attack past that?
They split up their five galleons to take out five of the landing vessels. Each galleon essentially cleared a path for the next galleon to move past and attack. Now, however, the Picts may regret having split up their galleons as a huge concentrated force has arrived.
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Kashyyk

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Re: The Dark Age - A Vanigo Empire Game - Turn 55
« Reply #665 on: November 17, 2014, 07:44:57 pm »

Spoiler (click to show/hide)
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lemon10

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Re: The Dark Age - A Vanigo Empire Game - Turn 55
« Reply #666 on: November 17, 2014, 08:56:13 pm »

Spoiler: Ireland Turn 55 (click to show/hide)
If we pay the Danes off for a turn, does that stop them from spawning off our shores that turn, or just from directly attacking our cities?
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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: The Dark Age - A Vanigo Empire Game - Turn 55
« Reply #667 on: November 17, 2014, 09:14:33 pm »

Spoiler (click to show/hide)
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notquitethere

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Re: The Dark Age - A Vanigo Empire Game - Turn 55
« Reply #668 on: November 17, 2014, 10:50:07 pm »

If we pay the Danes off for a turn, does that stop them from spawning off our shores that turn, or just from directly attacking our cities?
I'd be happy to include that as part of the deal. As the controller of the Danes I'm open to other diplomatic manoeuvres as well.
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Varee

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Re: The Dark Age - A Vanigo Empire Game - Turn 55
« Reply #669 on: November 18, 2014, 06:45:11 am »

Spoiler (click to show/hide)
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Vanigo

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Re: The Dark Age - A Vanigo Empire Game - Turn 55
« Reply #670 on: November 18, 2014, 10:34:04 pm »

How was Pictland able to attack so many units?  There was an army on either side.  How did they attack past that?
They split up their five galleons to take out five of the landing vessels. Each galleon essentially cleared a path for the next galleon to move past and attack. Now, however, the Picts may regret having split up their galleons as a huge concentrated force has arrived.
Now he's in some trouble, yes. Not much he can do to stop those 15 guys from landing; he'll have to defend North Tor on the land. I think he can pull it off, though; his level 2 and 3 upgraded units are substantially better than the level 1 Danish infantry, they're only outnumbered about 2 to 3, and he's got two turns to build up and get into position. He's in serious trouble if another fleet spawns in his face next turn, though.

By the way, did you know you can give units experience by clicking on their experience points in the admin interface?
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notquitethere

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Re: The Dark Age - A Vanigo Empire Game - Turn 55
« Reply #671 on: November 18, 2014, 10:58:22 pm »

Now he's in some trouble, yes. Not much he can do to stop those 15 guys from landing; he'll have to defend North Tor on the land. I think he can pull it off, though; his level 2 and 3 upgraded units are substantially better than the level 1 Danish infantry, they're only outnumbered about 2 to 3, and he's got two turns to build up and get into position. He's in serious trouble if another fleet spawns in his face next turn, though.
Currently, the city is easily safe if he builds another galleon and rides all his horses up. Buuut, if the the Skyeband escape his net then his horses will have to split into two forces. And of course (though its expensive) the Danes could bring in more men.

By the way, did you know you can give units experience by clicking on their experience points in the admin interface?
This changes everything.

Rule Update for the Danes
For every two units spawned, a unit of one experience level higher can be spawned in the same stack. For example, a stack could be spawned with four level 1 units, two level 2 units, and one level 3 unit. 



That sound fair?
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Rolepgeek

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Re: The Dark Age - A Vanigo Empire Game - Turn 55
« Reply #672 on: November 18, 2014, 11:03:50 pm »

I'd almost say make it based on Experience points, since level 5 requires 100, while level 3 requires 20, but...
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notquitethere

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Re: The Dark Age - A Vanigo Empire Game - Turn 55
« Reply #673 on: November 18, 2014, 11:05:46 pm »

I'd almost say make it based on Experience points, since level 5 requires 100, while level 3 requires 20, but...
I'm not wholly adverse to doing it like that, but what would be a fair system for apportioning the experience points to off-shore units?
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Varee

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Re: The Dark Age - A Vanigo Empire Game - Turn 55
« Reply #674 on: November 18, 2014, 11:07:18 pm »

how about you need double the next level to get a new unit, for a level 2 you need 2 level one and for a level 3 you need ,4 level 2? then if you want one three it would be 1 lvl3,4lvl2,8lvl1?
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