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Author Topic: Age of Restoration II Discussion Thread - It's possibly near-death.  (Read 23252 times)

Nirur Torir

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Re: Age of Restoration II Discussion Thread - Signups Open, 3 seconds needed.
« Reply #150 on: February 18, 2010, 06:43:42 pm »

Not a huge problem, and you didn't need to bother Toady just to ease my OCD. Since you have expressed an interest multiple times and shown that you're actively watching, you have a fairly high spot on the imaginary waiting list in case somebody leaves the game.

Hmm, giant capybara cavalry.... yeah, I know, I don't have the techs for that yet.

Anyway, are there any general drawbacks to upgrading units with new equipments or having them train an ability? I assume that heavy equipment would make squires necessary as described in the rules post, and units won't be able to follow any other active commands, but beyond that?
After much thinking, I'm still not entirely set on how heavy infantry will work out with regards to squires and speed. I'll -probably- have three classes of armor and encumbrance: Light/medium/heavy, with 3/2/1 speed. Squires will probably increase strategic speed up to the unburdaned equivalent.

Essentially, people with steel platemail, a tower shield and three sets of weaponry will have much more time to get shot at by archers and be susceptible to ambushes.
I see no reason to add disadvantages to learning an ability, unless it is something like berserk. However, you probably will not want Rain of Arrows training on heavy infantry.


Also: I changed my mind about researching weapons as separate technologies. Some weapons will still require technologies, but Tactics: Heavy Cavalry Charge will unlock lances, rather then lances being separate.
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Knight Otu

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Re: Age of Restoration II Discussion Thread - Signups Open, 3 seconds needed.
« Reply #151 on: February 19, 2010, 12:39:25 pm »

Would a swamp ole farm be built on a plains hex like a horse farm?
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Nirur Torir

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Re: Age of Restoration II Discussion Thread - Signups Open, 3 seconds needed.
« Reply #152 on: February 19, 2010, 12:42:33 pm »

Excellent question, and one I completely failed to address. Swamp Ole farms are built on swamp tiles.
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RedWarrior0

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Re: Age of Restoration II Discussion Thread - Signups Open, 3 seconds needed.
« Reply #153 on: February 20, 2010, 12:50:23 am »

Int: Thanks but no thanks. I don't want to be rude/greedy, but I'd rather use a civ I make.
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Nirur Torir

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Re: Age of Restoration II Discussion Thread - Signups Open, 3 seconds needed.
« Reply #154 on: February 20, 2010, 09:20:27 am »

Redwarrior and Cheddarius have shown an interest in joining the game beyond other spectators/applicants. They will be replacing Beanchubbs once their civilization has been finalized.
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Criptfeind

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Re: Age of Restoration II Discussion Thread - Signups Open, 3 seconds needed.
« Reply #155 on: February 20, 2010, 08:40:37 pm »

How much labor does making a canoe group cost?
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Nirur Torir

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Re: Age of Restoration II Discussion Thread - Signups Open, 3 seconds needed.
« Reply #156 on: February 20, 2010, 09:12:28 pm »

1 labor.
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Vanigo

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Re: Age of Restoration II Discussion Thread - Signups Open, 3 seconds needed.
« Reply #157 on: February 20, 2010, 11:29:44 pm »

Y'know, it occurs to me that I should probably stop lurking here. I've been following this since turn 2, just haven't said anything. And I don't have much to say now, either; just saying hi.
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Nirur Torir

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Re: Age of Restoration II Discussion Thread - Signups Open, 3 seconds needed.
« Reply #158 on: February 21, 2010, 09:32:58 am »

Hi Vanigo, hope you don't mind the outright plagiarism, or the hijacked world/story.

Hopefully earlier interaction with other players will help the game to run longer. Zeppelins with Greek-fire cannons, people!
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inteuniso

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Re: Age of Restoration II Discussion Thread - Signups Open, 3 seconds needed.
« Reply #159 on: February 21, 2010, 09:46:50 am »

How does diplomacy work? Do we have to meet other nations? If so, how do we meet them?
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Nirur Torir

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Re: Age of Restoration II Discussion Thread - Signups Open, 3 seconds needed.
« Reply #160 on: February 21, 2010, 10:00:05 am »

1) Scouts from Kingdom A encounter the capital of Monarchy B.
2) If they have orders, they'll establish contact. PMs may then freely be exchanged, allowing the transfer of maps or technology if desired.
3) On future turns, an ambassador is assumed to be stationed there, allowing further free communication.
4) Trade may be negotiated. Goods will arrive 1 turn after they're removed from the sending kingdom. Bandits may possibly attack.
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Cheddarius

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Re: Age of Restoration II Discussion Thread - Signups Open, 3 seconds needed.
« Reply #161 on: February 21, 2010, 12:22:05 pm »

Could you put up the stats and such for our nation, or give us a general idea of what kinds of buildings we have and what terrain we'll be in?
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Nirur Torir

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« Reply #162 on: February 21, 2010, 12:40:21 pm »

Bonus:
   Dedicated Scientists, +25% to research.
   As warfare is not conductive to the search for Truth, unit upkeep costs are increased by 33%, rounded up.
   Unable to maintain more then 2 units until Trade is researched.
Techs: Literacy, Construction, and Farming.
Buildings: Hall of Learning and City Walls.
Leaders: Sage and Engineer.
Population: 11,000

Spoiler: City site (click to show/hide)
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Cheddarius

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Re: Age of Restoration II Discussion Thread - Signups Open, 3 seconds needed.
« Reply #163 on: February 21, 2010, 12:41:51 pm »

What's that blue line there?
EDIT: Oops never mind
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Nirur Torir

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Re: Age of Restoration II Discussion Thread - Signups Open, 2 seconds needed.
« Reply #164 on: February 22, 2010, 04:55:57 pm »

3 out of 6 players have posted before the desired deadline. The possibility exists in the future for me to take the lack of posting personally.
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