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Author Topic: The Dark Age - A Vanigo Empire Game - The Dark Age Has Ended  (Read 80718 times)

notquitethere

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Re: The Dark Age - A Vanigo Empire Game - Turn 60
« Reply #765 on: December 10, 2014, 07:07:20 pm »

It doesn't matter who it goes after really, its made entirely of catapults. A single maxed out unit could probably wipe them all on its own.
That's not strictly true, as the catapults would get two+ rounds of chucking stuff before the unit even got to them, so all the catapults can certainly kill a single level 5 knight (I just checked). I made the army mostly to see whether the vast range would give an army of catapults enough advantage to be viable. Probably the answer is 'not really', but we shall see.
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Rolepgeek

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Re: The Dark Age - A Vanigo Empire Game - Turn 60
« Reply #766 on: December 11, 2014, 10:30:51 pm »

Spoiler (click to show/hide)
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lemon10

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Re: The Dark Age - A Vanigo Empire Game - Turn 60
« Reply #767 on: December 12, 2014, 05:59:38 pm »

I suppose I'll throw a bump for Varee out there right about now. It *has* only been two days, but I do want things to keep moving reasonably quickly.
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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.

Vanigo

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Re: The Dark Age - A Vanigo Empire Game - Turn 59
« Reply #768 on: December 13, 2014, 10:16:24 am »

Neither was I. I thought all armies of the same speed had their movement order chosen randomly.
Nope. Its a multi level priority queue.
1) All the fastest units have the highest priority.
       A) After that, units are chosen by which player is moving first this turn. This means that the player that moves first will move *all* their armies of a speed before any other will get to move any units of this speed.
               i) After that, units are chosen by the order their move is submitted in a turn, in what appears to be a stack, with the first units submitted going on the bottom.
I do totally understand your confusion and never realizing this: They don't move in the order that you submit their moves, they move in the reverse order that you submit their moves. So the one you order to move last will in fact move first, and the one you order to move first will move last.
One addendum to this: At level A, "which player is moving first this turn" is determined randomly at the start of the movement phase. There was a time during development where the first player in the player list always moved first (for armies of equal speed), but that was an unfair advantage, so now it re-randomizes it every turn.
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Varee

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Re: The Dark Age - A Vanigo Empire Game - Turn 60
« Reply #769 on: December 14, 2014, 05:07:36 am »

Spoiler (click to show/hide)


sry still rather busy, will try post asap I need more money , does anyone want to buy some iron? i got about a dozen in my stockpile ...
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Zanzetkuken The Great

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Re: The Dark Age - A Vanigo Empire Game - Turn 60
« Reply #770 on: December 14, 2014, 09:44:58 am »

sry still rather busy, will try post asap I need more money , does anyone want to buy some iron? i got about a dozen in my stockpile ...

How much per?
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notquitethere

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Re: The Dark Age - A Vanigo Empire Game - Turn 71
« Reply #771 on: December 14, 2014, 05:43:27 pm »

Spoiler: 874 AD (click to show/hide)
Spoiler: Battle Log (click to show/hide)

For the Danes, the year was without victory. On all four corners of the mainland they were met and quashed. Their marauders were crushed by the Welsh in the western peninsula, the forces of Johanna Truvordottir were met with steel beyond the gates on BungKarn. But it was the ill-fated raid on Caern Michaels that will be remembered in the histories: the year that the remaining might of the Picts united to stop the privations of the horrible Hagar and his brutal band of five. With a beared head on the gates, they turned their gaze to the highlands, now almost entirely in Danish hands. Theorl Slizard, the most senior of the Danes with the death of Hagar, was not worried. From his war rooms in the occupied square of Conniston, he drafted a message to his cousin Yuni with plans detailing how saddles and armour might be created and bent to war purposes, and how hulls might be constructed for speed and ramming both. With the secrets unlocked in Mott Fergusa and North Tor, they finally had the key to bring hoofed death and superior sailing to these isles...

Turn 61: 875 AD

Player interface
Admin Interface

Income for Danes: None.

Danes now have access to knights due to creating one in Mott Fergusa (they can only spawn units that they already own in the field, except for axemen and longboats). Similarly, they can now spawn galleons after making one in North Tor.

Spoiler: Dane xp allowance (click to show/hide)

Mercia - Rolepg
Wessex - Varee
Wales - Zanz
Ireland - Lemon10
Pictland - Kashyyk
Danes - NQT
« Last Edit: December 14, 2014, 05:51:30 pm by notquitethere »
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notquitethere

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Re: The Dark Age - A Vanigo Empire Game - Turn 61
« Reply #772 on: December 14, 2014, 06:07:23 pm »

Spoiler: Danelaw (click to show/hide)
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lemon10

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Re: The Dark Age - A Vanigo Empire Game - Turn 61
« Reply #773 on: December 14, 2014, 06:23:51 pm »

Oh dear. That the Danes now have cavalry and better boats is bad news indeed.
Spoiler: Ireland turn 61 (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.

Zanzetkuken The Great

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Re: The Dark Age - A Vanigo Empire Game - Turn 61
« Reply #774 on: December 14, 2014, 06:26:04 pm »

So, when's Ireland getting hit again?  I haven't seen a Dane on their border for several turns.
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It's Zanzetkuken The Great. He's a goddamn wizard-dragon. He will make it so, and it will forever be.
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<DozebomLolumzalis> you filthy god-damn ninja wizard dragon

lemon10

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Re: The Dark Age - A Vanigo Empire Game - Turn 61
« Reply #775 on: December 14, 2014, 06:38:28 pm »

I'm paying them off right now, its actually how they got the wood to build the galleon. If I had known that building a single galleon would allow them to build boats off map I wouldn't have actually given them any wood, but I didn't, so I did.
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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 - Act 2 - The Danish Invasion
« Reply #776 on: December 14, 2014, 06:56:54 pm »

If I had known that building a single galleon would allow them to build boats off map I wouldn't have actually given them any wood, but I didn't, so I did.
Heh heh, it was implicit in the rules:

Dane Invasion Rules: The Danes will spawn new units at the edge of the map each year that they still have cash. Other than axemen and longboats, they can only spawn units that they already have on the board. They spawn after each turn is resolved.

...but admittedly I didn't go out of my way to highlight this danger.
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Rolepgeek

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Re: The Dark Age - A Vanigo Empire Game - Turn 61
« Reply #777 on: December 14, 2014, 07:24:41 pm »

Oh, that's okay Lemon.

If you hadn't, I would have.

They're just so helpful in distracting Pictland, you see.
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lemon10

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Re: The Dark Age - A Vanigo Empire Game - Turn 61
« Reply #778 on: December 14, 2014, 07:42:46 pm »

Heh. I'm not complaining, it makes things more interesting.
Oh, that's okay Lemon.

If you hadn't, I would have.

They're just so helpful in distracting Pictland, you see.
I'm not thinking about Pictland. I'm thinking about myself. Stopping a fleet with just longboats from landing is doable, stopping fleets with a significant amount of galleons from landing is much more work, especially with a coastline as large as I have.

Also, I've set up a copy of the rules with king units (which can only be built at a city with a palace (although there is no way for me to have the game limit it to only one king per player)), a palace, and heavy infantry (infantry with a movespeed of 1, but that are significantly stronger than regular infantry (although they will probably be slaughtered by archers)) added here:
Turn 61, with mundane rules 01

Personally, I think it would be cool to use these, but its obviously up to everyone else if any/all of these additions are used.
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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 61
« Reply #779 on: December 14, 2014, 07:58:51 pm »

I hope the heavy infantry are called Dismounted Knights or something.

There should also totally be Siege Engineers, which are actually decently fast moving Siege 25 units, and grant some amount of buffs against ranged attacks to their buds. Also ranged units should be made more effective when defending, especially fortifications, somehow...(and what would be really interesting is if Siege Engineers could construct fortifications, so that if an army with Siege Engineers in it is attacked(and maybe only if said army hasn't moved in the last turn) it gets a fortifications bonus like from towns, and similarly, could be reduced by opposing siege units.)

Spoiler (click to show/hide)

Hmmm. Anyone willing to trade for Food and Gold? I'm willing to become anyone's Wood supplier in exchange for trade goods, particularly Horses, and to a certain extent Food and Gold. I ask for 1 Gold per 1 Wood, and 3 Food per 2 Wood(after all, 1:1 doesn't make sense, as I could simply change either Hunting Camps to Woodcutters or vice versa).

Also, you should totally build up to an immensely large force all in one group for turn 80 or something, of like 60+ land units and 20+ boats(Carracks, Longboats, and Galleons alike; I like seeing swarm tactics, personally, at least), and have it be the final invasion force. And have it start at the edge of the map, near where Holland actually is in comparison to England. A bunch of really high EXP really strong units, a King unit with his Royal Guards, Crossbows, Swordsmen, Knights, maybe even some Mounted Crossbows, some meh EXP Axemen and Lancers and the like, and of course, the Conscripted hordes. Maybe even multiple stacks, to represent the various armies, and have them be overall larger, but spread out across the map for where they spawn.

It would just be awesome, I think.
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Optimism is Painful.
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