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Author Topic: The Dark Age - A Vanigo Empire Game - The Dark Age Has Ended  (Read 80661 times)

Zanzetkuken The Great

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Re: The Dark Age - A Vanigo Empire Game - Turn 66
« Reply #900 on: January 19, 2015, 01:28:25 am »

Yet another bump for Zanz...

Might as well give my place to someone else.  College plus loss of interest makes my continued involvement into only delaying the turn.
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Squeegy

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Re: The Dark Age - A Vanigo Empire Game - Turn 66 - 1 Replacement needed
« Reply #901 on: January 19, 2015, 01:15:38 pm »

I'm interested. I'll need a bit to get caught up but I'm willing to take the spot.
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notquitethere

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Re: The Dark Age - A Vanigo Empire Game - Turn 66 - 1 Replacement needed
« Reply #902 on: January 19, 2015, 01:22:33 pm »

I'm interested. I'll need a bit to get caught up but I'm willing to take the spot.
Super! I'll call off the hunt for a replacement. If you're going to read through, you only need to go from here.

Basically, Wales is at war with the Danes and appear to have a soft-alliance with Wessex, Ireland and Pictland and an uneasy truce with Mercia. As the external-threat, the Danes have previous followed a different rule-set than the other countries, but that will end with a final push coming next year. Their current challenge is to repel the Danish invaders along their north-east coast, and defend Aberaeron from the inevitable seaward counterattack. If you have any rules questions, just shout.
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lemon10

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Re: The Dark Age - A Vanigo Empire Game - Turn 66
« Reply #903 on: January 20, 2015, 07:01:07 pm »

Super. That was quick.

As far as I can tell (unless you have, and I missed you playing a match some time in the distant past), you haven't really played any of this Squeeg, so you probably lack some knowledge of the basic mechanics.

Some things of note:

Units with higher speed *always* move before units with slower speed, and a army moves with the speed of its slowest unit.
Battles happen at the instant that two armies move into each other, so if you are attacking make sure that you all your troops in as a single army, otherwise they get murdered as they each move in one by one. This can turn a sure victory (eg. 10 units attacking 5) into a absolute slaughter (when the 10 units attack one at a time and die without killing a enemy in the far weaker army).
If there is any doubt about your victory in a battle (and even if there isn't), test it using the admin interface before actually running it to determine your odds of victory, and how costly that victory will be. Far better to take a minute or two to test then lose your entire army.
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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.

Squeegy

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Re: The Dark Age - A Vanigo Empire Game - Turn 66
« Reply #904 on: January 21, 2015, 05:13:24 pm »

Roger that. I'll try and have my turn ready tomorrow. Just got back in town, so I'm pretty bushed.
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Squeegy

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Re: The Dark Age - A Vanigo Empire Game - Turn 66
« Reply #905 on: January 22, 2015, 07:27:25 pm »

Oh god, how did this get here, I am not good with computer

Spoiler (click to show/hide)
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notquitethere

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Re: The Dark Age - A Vanigo Empire Game - Turn 66
« Reply #906 on: January 22, 2015, 09:40:15 pm »

Spoiler: 880 AD (click to show/hide)
Spoiler: Battle Log (click to show/hide)

The might of Mercia claim their first Welsh city, the once Northumbrian Keighley is swiftly overrun and the Picts burn their forge in Whitehaven in anticipation. Megellen and Sir KKK are killed as they try to hold back Veny the Great and her battalion of battle-maidens; Bore and Lampang fall as the Stormhooves ride and the Bronze Horde recaptures Cambridge. The once mighty Wessex horselords are scattered across the southern riverlands. In the north, the might of Pictland baits the Skyeband, willing them to attack. There are fleets in the Irish channel and marauders in the Welsh hills. Now, it is truly an isles at war. To make things worse, the final migration of Danes appear in the ordinal directions...

Turn 67: 881 AD

Player interface
Admin Interface

The Beginning of the End - With this last reinforcement, the Danes will now be playing by regular rules. I didn't bother spending the full xp allowance for the final push. Good luck!

Mercia - Rolepg
Wessex - Varee
Wales - Squeegy
Ireland - Lemon10
Pictland - Kashyyk
Danes - NQT



Lemon/Varee, I didn't accept the bribe last turn (as I'd already spent ages deciding what to do). Would you like it to be taken out this turn?
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Squeegy

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Re: The Dark Age - A Vanigo Empire Game - Turn 67 - Black Sails on the Horizon
« Reply #907 on: January 23, 2015, 02:37:03 am »

Why are some of these armies empty? This game is confusing.
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Kashyyk

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Re: The Dark Age - A Vanigo Empire Game - Turn 67 - Black Sails on the Horizon
« Reply #908 on: January 23, 2015, 04:46:39 am »

Spoiler (click to show/hide)

Squeegy: Do you mean when you examine a tile with armies on it? You have to then click on the specific army in that tile, and it will tell you the units in it. If you mean after clicking "New Army", then it is working as intended. You now need to select units from other armies on the same tile and move those units into this new army to populate it. This way you can merge multiple small armies into a single large one, or split a larger one into smaller parts. If I've guessed the wrong tree, then just tell me.
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Varee

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Re: The Dark Age - A Vanigo Empire Game - Turn 67 - Black Sails on the Horizon
« Reply #909 on: January 23, 2015, 07:00:57 am »

I dont have enough gold to do it so ask lemon. Also do unit get destroy if some boat sink but not all of them?
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notquitethere

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Re: The Dark Age - A Vanigo Empire Game - Turn 67 - Black Sails on the Horizon
« Reply #910 on: January 23, 2015, 08:48:44 am »

If there aren't enough ships to hold the armies then the excess units will drown. As such, suicidal attacks on fleets can be worthwhile if you destroy some of the transport in the process.

Squeegy, the interface is a bit tricky at first but you'll soon get the hang of it. Some extra tricks: you can press a square where you have a unit and click 'Conquer': if you do this in Aberaeron then you'll capture the city. Furthermore, you can build buildings and units by clicking on your cities and then clicking the 'town' section of the sidebar.
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Rolepgeek

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Re: The Dark Age - A Vanigo Empire Game - Turn 67 - Black Sails on the Horizon
« Reply #911 on: January 23, 2015, 01:25:08 pm »

Spoiler (click to show/hide)
Well...I don't know whether splitting the Dane Bomb into four groups will make it stronger by distracting people or weaker since everyone can just kill it anyway. >.<
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notquitethere

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Re: The Dark Age - A Vanigo Empire Game - Turn 67 - Black Sails on the Horizon
« Reply #912 on: January 23, 2015, 01:40:38 pm »

Well...I don't know whether splitting the Dane Bomb into four groups will make it stronger by distracting people or weaker since everyone can just kill it anyway. >.<
I wouldn't want the game to turn into Everyone Gets Beaten By The Mod, so I deliberately made it more of an interesting threat than an existential threat.
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Rolepgeek

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Re: The Dark Age - A Vanigo Empire Game - Turn 67 - Black Sails on the Horizon
« Reply #913 on: January 23, 2015, 01:43:46 pm »

Well...I don't know whether splitting the Dane Bomb into four groups will make it stronger by distracting people or weaker since everyone can just kill it anyway. >.<
I wouldn't want the game to turn into Everyone Gets Beaten By The Mod, so I deliberately made it more of an interesting threat than an existential threat.
True.

I'm more worried about whether I'll be able to get enough momentum from this to become an acceptable challenge, at the very least, for everyone else once the Danes all finally die. And they will, eventually, die. They don't have enough of a foothold to really survive long at this point. Not now that everyone actually has a navy worth half a damn.
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Squeegy

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Re: The Dark Age - A Vanigo Empire Game - Turn 67 - Black Sails on the Horizon
« Reply #914 on: January 23, 2015, 02:25:26 pm »

Squeegy: Do you mean when you examine a tile with armies on it? You have to then click on the specific army in that tile, and it will tell you the units in it. If you mean after clicking "New Army", then it is working as intended. You now need to select units from other armies on the same tile and move those units into this new army to populate it. This way you can merge multiple small armies into a single large one, or split a larger one into smaller parts. If I've guessed the wrong tree, then just tell me.
No, I mean when I examine the army. It's empty, no units in it. Like the army now in one of my cities, or the garrisons. Some of them have units, some of them don't.
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