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Author Topic: Dominions 4 Round 17: Very Bad Things (Hashed NationGen) - Done  (Read 48831 times)

E. Albright

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Re: Dominions 4 Round 17: Very Bad Things (Hashed NationGen) - Game underway
« Reply #510 on: October 29, 2015, 07:55:07 pm »

Nah, I just forgot which provinces were cavemen and which were oni. Which means I got lazy, not greedy, since all I'd've needed to do to check was dig up my archived saves. But let's make sure we're accusing me of the right vices, now, hmm?
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EnigmaticHat

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Re: Dominions 4 Round 17: Very Bad Things (Hashed NationGen) - Game underway
« Reply #511 on: October 30, 2015, 03:36:04 am »

Moving and switching computers in the same day, so... 12h extension please?  I *should* be fine without it, but you never know.
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E. Albright

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Re: Dominions 4 Round 17: Very Bad Things (Hashed NationGen) - Game underway
« Reply #512 on: October 30, 2015, 01:17:59 pm »

Pushed 12h.
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Frumple

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Re: Dominions 4 Round 17: Very Bad Things (Hashed NationGen) - Game underway
« Reply #513 on: October 30, 2015, 04:43:35 pm »

... can ignore my extension request for next turn, especially considering the one this turn. M'good.
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Il Palazzo

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Re: Dominions 4 Round 17: Very Bad Things (Hashed NationGen) - Game underway
« Reply #514 on: October 31, 2015, 07:59:58 am »

What's up with Boksi?
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AlStar

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Re: Dominions 4 Round 17: Very Bad Things (Hashed NationGen) - Game underway
« Reply #515 on: October 31, 2015, 09:28:42 am »

Stalled 4 turns so far, 3 of those in the last 5 turns, and currently the only one whose turn we're waiting on for this turn.

Edit: and now 5 total, 3 in a row.
« Last Edit: October 31, 2015, 10:16:18 am by AlStar »
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E. Albright

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Re: Dominions 4 Round 17: Very Bad Things (Hashed NationGen) - Game underway
« Reply #516 on: October 31, 2015, 12:41:56 pm »

*sigh*

Not the first game where this has happened with them. And they're not in particularly bad straits either. I'll send messages on multiple channels to try to see if we're actually dead in the water.
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Boksi

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Re: Dominions 4 Round 17: Very Bad Things (Hashed NationGen) - Game underway
« Reply #517 on: November 02, 2015, 04:50:57 pm »

Yeah, not exactly the most reliable player, me. Sorry about that.

And I won't be doing a double turn tonight even though I'm the last player. Too tired for that.
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[BODY_DETAIL:NAIL:NAIL:NAIL]
[HAMMER:HAMMER:HAMMER]

[TSU_NOUN:nose]
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AlStar

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Re: Dominions 4 Round 17: Very Bad Things (Hashed NationGen) - Game underway
« Reply #518 on: November 02, 2015, 10:59:49 pm »

I will freely admit that I did not expect 4 points of PD to win against a 140 gold mage and 60 corpse constructs. Let's hear it for a lucky arrow against a diseased commander!

EuchreJack

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Re: Dominions 4 Round 17: Very Bad Things (Hashed NationGen) - Game underway
« Reply #519 on: November 03, 2015, 01:06:48 am »

I will freely admit that I did not expect 4 points of PD to win against a 140 gold mage and 60 corpse constructs. Let's hear it for a lucky arrow against a diseased commander!

Yeah, that is why I generally never let my armies be lead by a single commander.  That sort of thing is way too common.

Thugs and SCs, of course, are a completely different story.

E. Albright

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Re: Dominions 4 Round 17: Very Bad Things (Hashed NationGen) - Game underway
« Reply #520 on: November 03, 2015, 02:07:03 pm »

10 diamonds and mage-turns. Painful, but not excruciating, especially since my current foreign policy can be summed up as "make Fairig's inevitable demise as annoying to Hobnia as possible" - under that definition of success, this was a mere setback rather than an outright failure.
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Elfeater

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Re: Dominions 4 Round 17: Very Bad Things (Hashed NationGen) - Game underway
« Reply #521 on: November 03, 2015, 07:40:16 pm »

I would be up for another one of these in MA or LA.
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E. Albright

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Re: Dominions 4 Round 17: Very Bad Things (Hashed NationGen) - Game underway
« Reply #522 on: November 03, 2015, 07:58:59 pm »

I could deal with that, myself. I'm still playing the current game, but it's, uh, pretty low-commitment for me at this point. I assume by "another one of these" you mean another NG game with hashed seeds of some sort, only MA or LA?

I'd rather not be stuck admin'ing, even though it's not a terribly huge amount of work.

NG 0.6.8 is out, BTW, and gives a lot more variety for Caelians, and a lot more bronze for everyone, though that's less of an issue in MA and LA. It also finally allows for special commanders à la wolfherds, eunuchs, siege engineers, skeptics, etc.
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AlStar

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Re: Dominions 4 Round 17: Very Bad Things (Hashed NationGen) - Game underway
« Reply #523 on: November 03, 2015, 10:40:27 pm »

So you'll miss three turns in a row, but now that I decide to actually attack you, you're suddenly all about playing your turns, eh?

Bah.  :P

EuchreJack

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Re: Dominions 4 Round 17: Very Bad Things (Hashed NationGen) - Game underway
« Reply #524 on: November 03, 2015, 10:42:43 pm »

I would be up for another one of these in MA or LA.
I could deal with that, myself. I'm still playing the current game, but it's, uh, pretty low-commitment for me at this point. I assume by "another one of these" you mean another NG game with hashed seeds of some sort, only MA or LA?

I'd rather not be stuck admin'ing, even though it's not a terribly huge amount of work.

NG 0.6.8 is out, BTW, and gives a lot more variety for Caelians, and a lot more bronze for everyone, though that's less of an issue in MA and LA. It also finally allows for special commanders à la wolfherds, eunuchs, siege engineers, skeptics, etc.


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