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Scariest Monster?

Bog Cat/Hag
- 0 (0%)
Dragon
- 0 (0%)
Tanglebat
- 0 (0%)
Bloodsinger
- 0 (0%)
Boar
- 0 (0%)

Total Members Voted: 0

Voting closed: May 27, 2023, 04:40:22 am


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Author Topic: Hedge Lords - Medieval Fantasy 4X game - COMPLETED  (Read 29277 times)

Criptfeind

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Re: Hedge Lords - Medieval Fantasy 4X game - TURN 4 - SWIFT REPRISAL
« Reply #150 on: May 20, 2023, 06:37:40 am »

Old turn, reworking because of new info

Turn 3 gains/losses:
Gold -2
Army +1
Wood +1
Gold +7
P12
-P13
-O14


Spoiler: Marquess Ambrosio Vulk (click to show/hide)

Spoiler: Turn 4 (click to show/hide)
« Last Edit: May 20, 2023, 07:15:21 am by Criptfeind »
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notquitethere

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Re: Hedge Lords - Medieval Fantasy 4X game - TURN 4 - SWIFT REPRISAL
« Reply #151 on: May 20, 2023, 07:04:28 am »

Keep in mind they are going to attack you  now, this turn.
P12 is closer to T13 than R14, due to the water. Water and mountain are a factor in picking the "nearest" county square.
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Criptfeind

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Re: Hedge Lords - Medieval Fantasy 4X game - TURN 4 - SWIFT REPRISAL
« Reply #152 on: May 20, 2023, 07:05:53 am »

I see, okay, never mind lol. I'm going to rework my turn with that in mind.

I take back my "It's fine" Curse you Egan_BW :P
« Last Edit: May 20, 2023, 07:07:34 am by Criptfeind »
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Criptfeind

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Re: Hedge Lords - Medieval Fantasy 4X game - TURN 4 - SWIFT REPRISAL
« Reply #153 on: May 20, 2023, 07:15:59 am »

Double post because cuz reasons. I noticed 2 things, including what might have been a bug last turn.

First: I thought "Huh, a lair is weird in EE, is that possible?" And looked back at terrain generation rules, as far as I can see, lairs shouldn't be possible to spawn in EE?

Second: When looking back at the rules I also noticed that lairs are suppose to spawn with 2 monster groups, which means my single giant lair from last turn shouldn't be possible, nor should a single wisp lair?
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notquitethere

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Re: Hedge Lords - Medieval Fantasy 4X game - TURN 4 - SWIFT REPRISAL
« Reply #154 on: May 20, 2023, 07:48:46 am »

First: I thought "Huh, a lair is weird in EE, is that possible?" And looked back at terrain generation rules, as far as I can see, lairs shouldn't be possible to spawn in EE?
Yes that's quite right! Not so much a bug, as me forgetting to toggle a setting before generating the tile. I'll let the challenge stand for now, as it benefits Egan, but yes good spotting. There shouldn't be lairs or sites to the east. I'll change it into a swamp with the same gold reward.

Second: When looking back at the rules I also noticed that lairs are suppose to spawn with 2 monster groups, which means my single giant lair from last turn shouldn't be possible, nor should a single wisp lair?
Yes that is a bug! Lairs were only spawning one group. Thanks for noticing that. Thirty second fix to the engine. Glad that one got nipped in the bud early on.
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Criptfeind

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Re: Hedge Lords - Medieval Fantasy 4X game - TURN 4 - SWIFT REPRISAL
« Reply #155 on: May 20, 2023, 08:00:25 am »

What happens if I manage to successfully siege the p11 fort in a single turn and then it's selected as the attack target for the T13 fort? (As far as I can tell, P11-12-13 and Q13 are all equidistant from the T13 fort which is really annoying :P)
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notquitethere

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Re: Hedge Lords - Medieval Fantasy 4X game - TURN 4 - SWIFT REPRISAL
« Reply #156 on: May 20, 2023, 08:06:44 am »

It that happened, they'd attack you but you'd have the benefit of the fort's defence. If you didn't manage to take the fort but stayed beseiging, then they wouldn't attack the seige (as it wouldn't be your tile yet).
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Criptfeind

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Re: Hedge Lords - Medieval Fantasy 4X game - TURN 4 - SWIFT REPRISAL
« Reply #157 on: May 20, 2023, 10:37:19 am »

Do skeletons count for army size when calculating retreat thresholds? And do dead skeletons count as casualties when calculating retreat thresholds?
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notquitethere

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Re: Hedge Lords - Medieval Fantasy 4X game - TURN 4 - SWIFT REPRISAL
« Reply #158 on: May 20, 2023, 10:44:01 am »

Do skeletons count for army size when calculating retreat thresholds? And do dead skeletons count as casualties when calculating retreat thresholds?
Yes to both. They act the same as people except for needing accompaniment and having some special interactions around artefacts.
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Criptfeind

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Re: Hedge Lords - Medieval Fantasy 4X game - TURN 4 - SWIFT REPRISAL
« Reply #159 on: May 20, 2023, 10:48:19 am »

Turn 3 gains/losses:
Gold -2
Army +1
Wood +1
Gold +7
P12
-P13
-O14

Spoiler: Marquess Ambrosio Vulk (click to show/hide)

Spoiler: Turn 4 (click to show/hide)
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Egan_BW

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Re: Hedge Lords - Medieval Fantasy 4X game - TURN 4 - SWIFT REPRISAL
« Reply #160 on: May 20, 2023, 03:52:52 pm »

First: I thought "Huh, a lair is weird in EE, is that possible?" And looked back at terrain generation rules, as far as I can see, lairs shouldn't be possible to spawn in EE?
Yes that's quite right! Not so much a bug, as me forgetting to toggle a setting before generating the tile. I'll let the challenge stand for now, as it benefits Egan, but yes good spotting. There shouldn't be lairs or sites to the east. I'll change it into a swamp with the same gold reward.

Second: When looking back at the rules I also noticed that lairs are suppose to spawn with 2 monster groups, which means my single giant lair from last turn shouldn't be possible, nor should a single wisp lair?
Yes that is a bug! Lairs were only spawning one group. Thanks for noticing that. Thirty second fix to the engine. Glad that one got nipped in the bud early on.
Bank error in your favor! 😍
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I would starve tomorrow if I could eat the world today.

VermilionSkies

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Re: Hedge Lords - Medieval Fantasy 4X game - TURN 4 - SWIFT REPRISAL
« Reply #161 on: May 20, 2023, 04:41:37 pm »

Spoiler: Gerald Wright (click to show/hide)
3 Wood, 2 Gold, 2 Armies, 1 Stone.
Purchase 1 Stone for 2 Gold.
Craft 1 Bow.
Scout J14.
Scout L15.
March L14 with 2 Armies.
March K15 with 4 Armies.
Send 1 Archer and 1 Army to Fort Bowyer.

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a1s

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Re: Hedge Lords - Medieval Fantasy 4X game - TURN 4 - SWIFT REPRISAL
« Reply #162 on: May 20, 2023, 04:43:20 pm »

a1s: I offer you 5 gold for your 4 wood this turn.
Accepted


Spoiler: orders (click to show/hide)

Minor bug:
Quote
Scout O12-O11-O10: You scout through the first land, a newly taken Fecund Copse, still with five armies securing it. You scout through the second land, discovering a hill. On the craggy slopes the scout finds five wood. Lying on the stockpile of wood, they find a bog cat!
Your scout withdraws to safety.
it says there are 5 armies securing the Fecund Copse, but in actuality it is 3 (enemy turn correctly uses that number)
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I tried to play chess but two of my opponents were playing competitive checkers as a third person walked in with Game of Thrones in hand confused cause they thought this was the book club.

Quarque

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Re: Hedge Lords - Medieval Fantasy 4X game - TURN 4 - SWIFT REPRISAL
« Reply #163 on: May 20, 2023, 05:10:05 pm »

a1s: I offer you 5 gold for your 4 wood this turn.
Accepted
confirmed :)

Spoiler: orders (click to show/hide)
« Last Edit: May 20, 2023, 05:13:21 pm by Quarque »
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Kashyyk

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Re: Hedge Lords - Medieval Fantasy 4X game - TURN 4 - SWIFT REPRISAL
« Reply #164 on: May 20, 2023, 07:06:08 pm »

Oooh. Tempted to build a big ol' Fort on that Holy Site...

Repair H13 Fort Heather with three Stone.
Two bows are built with four wood, and both are given to the Garrison of H13 Fort Heather.

Army 1,2 garrisons H14 Shandston's Folly
Army 3 marches on I15
Army 4 scouts I15->I14->J14
Armies 5, 6, 7, 8, 9, 10, 11 march on G15

« Last Edit: May 21, 2023, 01:16:16 am by Kashyyk »
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