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Author Topic: Sorcerers @ War - OOC & Fluff  (Read 20264 times)

frostgiant

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Re: Sorcerers @ War - OOC & Fluff
« Reply #165 on: January 01, 2018, 09:45:50 pm »

I call Black.

If that's ok.
« Last Edit: January 01, 2018, 09:49:06 pm by frostgiant »
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Criptfeind

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Re: Sorcerers @ War - OOC & Fluff
« Reply #166 on: January 01, 2018, 09:50:57 pm »

I'll go with Purple.
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Terenos

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Re: Sorcerers @ War - OOC & Fluff
« Reply #167 on: January 01, 2018, 10:02:19 pm »

Orange For me. Dark Red if orange doesnt work.

Also, See you all in there, may you all have good events, and a fun game!
« Last Edit: January 01, 2018, 10:23:26 pm by Terenos »
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But despite what you've been told, I once had a soul. Left somewhere behind...

Shadowclaw777

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Re: Sorcerers @ War - OOC & Fluff
« Reply #168 on: January 01, 2018, 10:26:06 pm »

Sure why not, I'll go with Gold, gold if possible.
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10ebbor10

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Re: Sorcerers @ War - OOC & Fluff
« Reply #169 on: January 02, 2018, 01:35:25 am »

I'll go with red.
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Tiruin

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Re: Sorcerers @ War - OOC & Fluff
« Reply #170 on: January 02, 2018, 03:06:27 am »

Also, now is a good time to claim your border colours.  Varxsea has already claimed Navy Blue.
PINK, the color of the morning, dawn, and twilight!

Also, See you all in there, may you all have good events, and a fun game!
This too!
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NUKE9.13

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Re: Sorcerers @ War - OOC & Fluff
« Reply #171 on: January 02, 2018, 03:44:20 am »

I'm always a fan of Green. I mean, it doesn't really jive with my nation's theme, but someone already took black. If Green doesn't work, Limegreen might?
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Long Live United Forenia!

Iituem

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Re: Sorcerers @ War - OOC & Fluff
« Reply #172 on: January 05, 2018, 05:49:07 am »

The first turn is now up.  A quick note:  Your treasuries may fluctuate around £100, rather than being £100 exactly.  Everyone started with £100 on 'turn 0', but you've had a turn of income and expense happen before the actual player start.  This should also give you a good idea of your current turn balance.


Edit:  Rules clarification to be added to the next manual update.  Agents move on the turn after they are hired, unless you 'mercenary hire' them and pay double.
« Last Edit: January 05, 2018, 05:57:20 am by Iituem »
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Let's Play Arcanum: Of Steamworks & Magic Obscura! - The adventures of Jack Hunt, gentleman rogue.

No slaughtering every man, woman and child we see just to teleport to the moon.

10ebbor10

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Re: Sorcerers @ War - OOC & Fluff
« Reply #173 on: January 05, 2018, 05:57:23 am »

Oh neat, we get individual maps.
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10ebbor10

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Re: Sorcerers @ War - OOC & Fluff
« Reply #174 on: January 05, 2018, 07:09:03 am »

Actually, I'm going to post my questions here, instead of further Spamming Iituem's PM.

Spoiler: Super Secret Questions (click to show/hide)
« Last Edit: January 05, 2018, 07:23:46 am by 10ebbor10 »
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Iituem

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Re: Sorcerers @ War - OOC & Fluff
« Reply #175 on: January 05, 2018, 07:26:16 am »

Quote from: Tiruin on Discord
Tiiiiny query.  Much like Civ, if you have extra move points, are you able to go into a territory that has, like, a bit more move than is required? Unrelated: Say an army is 3 MOV away, and your hero is governing a city in that distance. You want to strike at a territory 4 MOV away. Your army can make it there, but can you shove your hero into your army, and then shove your army into that territory?

You only need to have at least 1 move to move into a territory that costs multiple move points.  So if you have a Cavalry unit with 3 move you can move into hills (2 move) and then into another hills province (2 move) on the same turn.

Heroes are like units in terms of movement rate - they stack with armies but are limited by their own move rate.

Edit:  Question answers for Ebbor.

Spoiler: Super Secret Answers (click to show/hide)
« Last Edit: January 05, 2018, 07:29:44 am by Iituem »
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Let's Play Arcanum: Of Steamworks & Magic Obscura! - The adventures of Jack Hunt, gentleman rogue.

No slaughtering every man, woman and child we see just to teleport to the moon.

Criptfeind

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Re: Sorcerers @ War - OOC & Fluff
« Reply #176 on: January 05, 2018, 08:18:00 am »

I have a few questions too.

1: You mentioned there's an ability to sort races into urban and rural, is there something I should to do cause this? As I want the Zoa to be Urban, and the Xiao to be rural, and it looks like they started that way, but now Xiao are migrating to cities preferentially over Zoa.
2: I have more rural population then my rural pop max. Is that something I should be worried about?
3: Do we know how much rural pop max increases will increase rural pop max?
4: Spookums are that Questionmark right? And not the spooky tree (just wanta make sure before I march my army to nowhere important.)
« Last Edit: January 05, 2018, 08:25:35 am by Criptfeind »
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10ebbor10

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Re: Sorcerers @ War - OOC & Fluff
« Reply #177 on: January 05, 2018, 08:30:19 am »

Spoiler: More Secret Questions (click to show/hide)
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Shadowclaw777

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Re: Sorcerers @ War - OOC & Fluff
« Reply #178 on: January 05, 2018, 10:30:58 am »

« Last Edit: January 05, 2018, 11:42:52 am by Shadowclaw777 »
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frostgiant

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Re: Sorcerers @ War - OOC & Fluff
« Reply #179 on: January 05, 2018, 11:02:28 am »

Secret Questions
Spoiler (click to show/hide)
« Last Edit: January 05, 2018, 12:57:35 pm by frostgiant »
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