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 Post subject: A Few More Questions
 Post Posted: Thu Mar 22, 2012 7:23 pm 
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-Is it possible to make enforced pacts with penalties ala Erfworld? For instance both players message you that they agree on a non-aggression pact with a 1000 shmucker penalty, and you would confirm that both sides have agreed to the terms, and if one side breaks it, they automatically get 1000 shmuckers deducted from their treasury (possibly putting them into debt) which is transferred to the other side.

Yes.

-Can we transfer funds between players?

Yes.

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     Post Posted: Thu Mar 22, 2012 7:38 pm 
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    Battle at Kile
    KILE WARRIORS
    10 Warriors 5 Hits, 3 Attack, 2 Defence, Type: Melee Cost 18
    Defend against
    1 Warlord, "The Unnamed One", Level 2
    4 Archers 3 Risen 2 Reborn
    Spoiler: show
    Battle at Kile
    KILE WARRIORS
    10 Warriors 5 Hits, 3 Attack, 2 Defence, Type: Melee Cost 18
    Defend against
    1 Warlord, "The Unnamed One", Level 2
    4 Archers 3 Risen 2 Reborn

    Round One
    Ranged / Flying Phase

    4 Archers, 2 Reborn, & 1 Warlord attack Warriors
    D6 roll: 4 + 3 Attack - 2 Defence - 0 City Defence = 5 Hits
    D6 roll: 2 + 3 Attack - 2 Defence - 0 City Defence = 3 Hits
    D6 roll: 3 + 3 Attack - 2 Defence - 0 City Defence = 4 Hits
    D6 roll: 6 + 3 Attack - 2 Defence - 0 City Defence = 7 Hits
    D6 roll: 5 + 7 Attack - 2 Defence - 0 City Defence = 10 Hits
    D6 roll: 2 + 7 Attack - 2 Defence - 0 City Defence = 7 Hits
    D6 roll: 1 + 7 Attack - 2 Defence - 0 City Defence = 6 Hits

    42 hits inflicted. 8 Warriors cwoak, 1 with 3 hits remaining, & 1 uninjured.

    Melee Phase

    2 Warriors attack Archers
    D6 roll: 5 + 3 Attack - 1 Defence - 0 City Defence = 7 Hits
    D6 roll: 1 + 3 Attack - 1 Defence - 0 City Defence = 3 Hits
    D6 roll: 3 + 3 Attack - 1 Defence - 0 City
    10 hits inflicted. 2 Archers cwoak.

    3 Risen attack Warriors
    D6 roll: 6 + 7 Attack - 2 Defence - 0 City Defence = 11 Hits
    D6 roll: 1 + 7 Attack - 2 Defence - 0 City Defence = 6 Hits
    D6 roll: 6 + 7 Attack - 2 Defence - 0 City Defence = 11 Hits

    28 hits. All Warriors Cwoak


    End of Battle. Kile falls to Lazarus.

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    Last edited by LTD on Thu Mar 22, 2012 10:02 pm, edited 3 times in total.
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     Post Posted: Thu Mar 22, 2012 7:46 pm 
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    *coughchunkymonkeyshouldn'tbetherecough*

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     Post Posted: Thu Mar 22, 2012 7:58 pm 
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    *coughdamnyouarerightsorryaboutthatcough*

    Fixed now.

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     Post Posted: Thu Mar 22, 2012 8:01 pm 
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    I think an extra warrior spontaneously spawned out of nowhere there. There were 10 to start with, I killed 8, and then there were 3 left.

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     Post Posted: Thu Mar 22, 2012 10:11 pm 
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    Fixed.


    Battle at Malyt

    A Trantorian Force of 2 Warlords, 4 Talon Guard, and 4 Flying Talon Guard attack Malyt.

    Malyt is defended by 10 Rangers 7 Hits, 3 Attack, 4 Defence, Type: Ranged Cost 21

    Spoiler: show
    Ranged / Flying Phase
    4 Flying Talon Guard & 2 Warlords attack Rangers
    D6 roll: 4 + 7 Attack - 4 Defence - 0 City Defence = 7 Hits
    D6 roll: 5 + 7 Attack - 4 Defence - 0 City Defence = 8 Hits
    D6 roll: 4 + 7 Attack - 4 Defence - 0 City Defence = 7 Hits
    D6 roll: 4 + 7 Attack - 4 Defence - 0 City Defence = 7 Hits
    D6 roll: 4 + 7 Attack - 4 Defence - 0 City Defence = 7 Hits
    D6 roll: 2 + 7 Attack - 4 Defence - 0 City Defence = 5 Hits
    41 hits inflicted. 5 Rangers KIA. 1 with 1/7 remaining, 4 uninjured.

    10 Rangers attack Talon Guard
    5 D6 roll: 3 + 3 Attack - 3 Defence - 0 City Defence = 3 Hits
    6 D6 roll: 3 + 3 Attack - 3 Defence - 0 City Defence = 3 Hits
    7 D6 roll: 6 + 3 Attack - 3 Defence - 0 City Defence = 6 Hits
    8 D6 roll: 4 + 3 Attack - 3 Defence - 0 City Defence = 4 Hits
    9 D6 roll: 6 + 3 Attack - 3 Defence - 0 City Defence = 6 Hits
    10 D6 roll: 6 + 3 Attack - 3 Defence - 0 City Defence = 6 Hits
    11 D6 roll: 3 + 3 Attack - 3 Defence - 0 City Defence = 3 Hits
    12 D6 roll: 5 + 3 Attack - 3 Defence - 0 City Defence = 5 Hits
    13 D6 roll: 4 + 3 Attack - 3 Defence - 0 City Defence = 4 Hits
    14 D6 roll: 4 + 3 Attack - 3 Defence - 0 City Defence = 4 Hits
    15 D6 roll: 4 + 3 Attack - 3 Defence - 0 City Defence = 4 Hits
    48 hits inflicted.
    All Talon Guard Destroyed.

    Never mind! Press on!

    Round 2:
    Ranged / Flying Phase
    4 Flying Talon Guard & 2 Warlords attack Rangers

    D6 roll: 2 + 7 Attack - 4 Defence - 0 City Defence = 5 Hits
    D6 roll: 4 + 7 Attack - 4 Defence - 0 City Defence = 7 Hits
    D6 roll: 5 + 7 Attack - 4 Defence - 0 City Defence = 8 Hits
    D6 roll: 1 + 7 Attack - 4 Defence - 0 City Defence = 4 Hits
    D6 roll: 3 + 7 Attack - 4 Defence - 0 City Defence = 6 Hits
    D6 roll: 3 + 7 Attack - 4 Defence - 0 City Defence = 6 Hits
    36 hits inflicted.
    All Rangers Cwoaked.

    5 Rangers target Flying Talon Guard:
    D6 roll: 1 + 3 Attack - 3 Defence - 0 City Defence = 1 Hits
    D6 roll: 1 + 3 Attack - 3 Defence - 0 City Defence = 1 Hits
    D6 roll: 4 + 3 Attack - 3 Defence - 0 City Defence = 4 Hits
    D6 roll: 3 + 3 Attack - 3 Defence - 0 City Defence = 3 Hits
    D6 roll: 6 + 3 Attack - 3 Defence - 0 City Defence = 6 Hits
    15 hits inflicted.
    2 Flying Talon Guard Cwoaked.


    Malyt falls to Trantor.
    2 Flying Talon Guard & 4 Talon Guard destroyed.

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     Post Posted: Thu Mar 22, 2012 10:31 pm 
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    Battle at Asp

    Stoneheart Forces:
    1 Warlord, Dame Sans Tone, Level 2
    4 Slingers 10 Stone Guard 2 Rock Griffon
    Attack
    10 ASPIAN SNAKE WARRIORS 6 Hits, 4 Attack, 2 Defence, Type: Ranged Cost 41

    Spoiler: show
    Round 1

    Flying / Ranged Combat
    D6 roll: 2 + 2 Attack - 2 Defence - 0 City Defence = 2 Hits
    D6 roll: 2 + 2 Attack - 2 Defence - 0 City Defence = 2 Hits
    D6 roll: 4 + 2 Attack - 2 Defence - 0 City Defence = 4 Hits
    D6 roll: 1 + 2 Attack - 2 Defence - 0 City Defence = 1 Hits
    D6 roll: 6 + 4 Attack - 2 Defence - 0 City Defence = 8 Hits
    D6 roll: 6 + 4 Attack - 2 Defence - 0 City Defence = 8 Hits
    D6 roll: 6 + 4 Attack - 2 Defence - 0 City Defence = 8 Hits
    D6 roll: 5 + 4 Attack - 2 Defence - 0 City Defence = 7 Hits
    D6 roll: 6 + 4 Attack - 2 Defence - 0 City Defence = 8 Hits
    D6 roll: 2 + 4 Attack - 2 Defence - 0 City Defence = 4 Hits
    D6 roll: 4 + 4 Attack - 2 Defence - 0 City Defence = 6 Hits
    D6 roll: 2 + 4 Attack - 2 Defence - 0 City Defence = 4 Hits
    D6 roll: 3 + 4 Attack - 2 Defence - 0 City Defence = 5 Hits
    D6 roll: 2 + 4 Attack - 2 Defence - 0 City Defence = 4 Hits
    D6 roll: 4 + 7 Attack - 2 Defence - 0 City Defence = 9 Hits
    D6 roll: 2 + 7 Attack - 2 Defence - 0 City Defence = 7 Hits
    D6 roll: 5 + 7 Attack - 2 Defence - 0 City Defence = 10 Hits

    97 hits inflicted – all Aspian Warriors Cwoaked.

    10 Aspian Warriors target Stoneguard

    D6 roll: 4 + 4 Attack - 5 Defence - 0 City Defence = 3 Hits
    D6 roll: 3 + 4 Attack - 5 Defence - 0 City Defence = 2 Hits
    D6 roll: 2 + 4 Attack - 5 Defence - 0 City Defence = 1 Hits
    D6 roll: 4 + 4 Attack - 5 Defence - 0 City Defence = 3 Hits
    D6 roll: 5 + 4 Attack - 5 Defence - 0 City Defence = 4 Hits
    D6 roll: 3 + 4 Attack - 5 Defence - 0 City Defence = 2 Hits
    D6 roll: 3 + 4 Attack - 5 Defence - 0 City Defence = 2 Hits
    D6 roll: 6 + 4 Attack - 5 Defence - 0 City Defence = 5 Hits
    D6 roll: 2 + 4 Attack - 5 Defence - 0 City Defence = 1 Hits
    D6 roll: 3 + 4 Attack - 5 Defence - 0 City Defence = 2 Hits

    25 hits inflicted. 2 Stoneguard destroyed.


    Battle at Asp is over. Stoneheart occupies the City.

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    Last edited by LTD on Thu Mar 22, 2012 10:56 pm, edited 1 time in total.
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     Post Posted: Thu Mar 22, 2012 10:55 pm 
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    The forces of Shalatar attack JAQ

    1 Warlord, Isis, Level 2
    10 Khoepesh Warrior 4 Chariot 6 Jackals

    Attack

    9 JAQ COUSTEAUS 6 Hits, 4 Attack, 2 Defence, Type: Melee Cost 25

    Behind their level 3 walls.

    Spoiler: show
    Round 1

    Flying / Ranged
    6 Jackals
    D6 roll: 4 + 4 Attack - 2 Defence - 3 City Defence = 3 Hits
    D6 roll: 2 + 4 Attack - 2 Defence - 3 City Defence = 1 Hits
    D6 roll: 2 + 4 Attack - 2 Defence - 3 City Defence = 1 Hits
    D6 roll: 4 + 4 Attack - 2 Defence - 3 City Defence = 3 Hits
    D6 roll: 3 + 4 Attack - 2 Defence - 3 City Defence = 2 Hits
    D6 roll: 3 + 4 Attack - 2 Defence - 3 City Defence = 2 Hits
    12 hits – 2 Cousteaus Cwoaked.

    Melee
    10 Khoepesh, 4 Chariot, 1 Warlord attack:
    D6 roll: 3 + 3 Attack - 2 Defence - 3 City Defence = 1 Hits
    D6 roll: 3 + 3 Attack - 2 Defence - 3 City Defence = 1 Hits
    D6 roll: 5 + 3 Attack - 2 Defence - 3 City Defence = 3 Hits
    D6 roll: 3 + 3 Attack - 2 Defence - 3 City Defence = 1 Hits
    D6 roll: 3 + 3 Attack - 2 Defence - 3 City Defence = 1 Hits
    D6 roll: 1 + 3 Attack - 2 Defence - 3 City Defence = 0 Hits
    D6 roll: 1 + 3 Attack - 2 Defence - 3 City Defence = 0 Hits
    D6 roll: 1 + 3 Attack - 2 Defence - 3 City Defence = 0 Hits
    D6 roll: 1 + 3 Attack - 2 Defence - 3 City Defence = 0 Hits
    D6 roll: 2 + 3 Attack - 2 Defence - 3 City Defence = 0 Hits
    D6 roll: 5 + 6 Attack - 2 Defence - 3 City Defence = 6 Hits
    D6 roll: 6 + 6 Attack - 5 Defence - 3 City Defence = 4 Hits
    D6 roll: 5 + 6 Attack - 5 Defence - 3 City Defence = 3 Hits
    D6 roll: 1 + 6 Attack - 5 Defence - 3 City Defence = 0 Hits
    D6 roll: 4 + 6 Attack - 5 Defence - 3 City Defence = 2 Hits
    22 hits – 3 Cousteaus cwoaked, 1 with 2 h.r., 3 uninjured.

    7 Cousteaus attack Khoepesh
    D6 roll: 5 + 4 Attack - 1 Defence - 0 City Defence = 8 Hits
    D6 roll: 1 + 4 Attack - 1 Defence - 0 City Defence = 4 Hits
    D6 roll: 6 + 4 Attack - 1 Defence - 0 City Defence = 9 Hits
    D6 roll: 4 + 4 Attack - 1 Defence - 0 City Defence = 7 Hits
    D6 roll: 1 + 4 Attack - 1 Defence - 0 City Defence = 4 Hits
    D6 roll: 5 + 4 Attack - 1 Defence - 0 City Defence = 8 Hits
    D6 roll: 2 + 4 Attack - 1 Defence - 0 City Defence = 5 Hits
    45 hits inflicted, all Khoepesh destroyed.


    Round 2:

    Ranged Combat.
    D6 roll: 2 + 4 Attack - 2 Defence - 3 City Defence = 1 Hits
    D6 roll: 3 + 4 Attack - 2 Defence - 3 City Defence = 2 Hits
    D6 roll: 6 + 4 Attack - 2 Defence - 3 City Defence = 5 Hits
    D6 roll: 1 + 4 Attack - 2 Defence - 3 City Defence = 0 Hits
    D6 roll: 3 + 4 Attack - 2 Defence - 3 City Defence = 2 Hits
    D6 roll: 5 + 4 Attack - 2 Defence - 3 City Defence = 4 Hits
    14 hits – 3 Cousteau’s Cwoaked, 1 uninjured.

    Melee:
    4 Chariot, 1 Warlord
    D6 roll: 1 + 6 Attack - 2 Defence - 3 City Defence = 2 Hits
    D6 roll: 3 + 6 Attack - 2 Defence - 3 City Defence = 4 Hits
    D6 roll: 5 + 6 Attack - 2 Defence - 3 City Defence = 6 Hits
    D6 roll: 5 + 6 Attack - 2 Defence - 3 City Defence = 6 Hits
    D6 roll: 3 + 6 Attack - 2 Defence - 3 City Defence = 4 Hits
    D6 roll: 1 + 6 Attack - 2 Defence - 3 City Defence = 2 Hits
    24 hits. All Cousteaus Cwoaked.

    1 Cousteau targets Chariot
    D6 roll: 2 + 4 Attack - 3 Defence - 0 City Defence = 3 Hits
    3 hits, no Chariots cwoaked.


    JAQ is captured by Shalatar. 10 Khoepesh cwoaked in the battle.

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     Post Posted: Thu Mar 22, 2012 10:59 pm 
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    Jubiliation and Celebration in Dengu, as the City joins with the great empire of Shalatar, land of the God-King!

    Huzzah!

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     Post Posted: Thu Mar 22, 2012 11:01 pm 
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    Waiting on orders from Azgrut and The Colonel.

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     Post Posted: Thu Mar 22, 2012 11:29 pm 
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    Four questions

    1. What is my new income with malyt added in

    2. How many units can malyt produce

    3. What is my new upkeep

    4. How do we design a new unit now that I captured a city

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     Post Posted: Fri Mar 23, 2012 1:19 am 
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    Good questions.

    1 & 3. I'll send more info to you via PM in an hour or three. I'll try to send a "start of turn 3" report to everyone.

    2. A City can produce a number of units equal to its level, so a level 3 can produce 3 units a turn.
    The exception to this is your Capital, which can produce up to your maximum production, as listed in your report.
    So, let's say your report says you can produce 8 units a turn. All 8 of these can be built in your Capital. Or you can build 3 in your captured level 3, and 5 in your Capital. You may not build more than 8 units per turn.

    4. Here I'll give away one of my formulas, so you can design what you like. Unit Cost = 5 + ( Attack Value^2 ) x Special + Defence^2
    Where Special equals 1 for Melee, and 2 for Ranged or Flyer.
    Hits is equal to Attack + Defence
    I have a theoretical cap on attack and defence as 9, though no units are there yet.

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     Post Posted: Fri Mar 23, 2012 4:46 am 
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    Battle at Efian

    Spoiler: show
    1 Warlord, No Name, Level 2
    15 Horse Archer 4 Barbarian 2 Pegasi Rider

    Attack

    10 EFIAN SHOCKERS 8 Hits, 4 Attack, 4 Defence, Type: Ranged




















    Horse Archers, Pegasi Rider, & Warlord attack Shockers

    D6 roll: 6 + 3 Attack - 4 Defence - 0 City Defence = 5 Hits
    D6 roll: 4 + 3 Attack - 4 Defence - 0 City Defence = 3 Hits
    D6 roll: 6 + 3 Attack - 4 Defence - 0 City Defence = 5 Hits
    D6 roll: 5 + 3 Attack - 4 Defence - 0 City Defence = 4 Hits
    D6 roll: 1 + 3 Attack - 4 Defence - 0 City Defence = 0 Hits
    D6 roll: 2 + 3 Attack - 4 Defence - 0 City Defence = 1 Hits
    D6 roll: 6 + 3 Attack - 4 Defence - 0 City Defence = 5 Hits
    D6 roll: 6 + 3 Attack - 4 Defence - 0 City Defence = 5 Hits
    D6 roll: 5 + 3 Attack - 4 Defence - 0 City Defence = 4 Hits
    D6 roll: 1 + 3 Attack - 4 Defence - 0 City Defence = 0 Hits
    D6 roll: 5 + 3 Attack - 4 Defence - 0 City Defence = 4 Hits
    D6 roll: 4 + 3 Attack - 4 Defence - 0 City Defence = 3 Hits
    D6 roll: 2 + 3 Attack - 4 Defence - 0 City Defence = 1 Hits
    D6 roll: 3 + 3 Attack - 4 Defence - 0 City Defence = 2 Hits
    D6 roll: 6 + 3 Attack - 4 Defence - 0 City Defence = 5 Hits
    D6 roll: 1 + 4 Attack - 4 Defence - 0 City Defence = 1 Hits
    D6 roll: 5 + 4 Attack - 4 Defence - 0 City Defence = 5 Hits
    D6 roll: 1 + 6 Attack - 4 Defence - 0 City Defence = 3 Hits































    56 hits inflicted. All Shockers destroyed.

    10 Shockers Fire on Horse Archers
    D6 roll: 6 + 4 Attack - 1 Defence - 0 City Defence = 9 Hits
    D6 roll: 5 + 4 Attack - 1 Defence - 0 City Defence = 8 Hits
    D6 roll: 5 + 4 Attack - 1 Defence - 0 City Defence = 8 Hits
    D6 roll: 4 + 4 Attack - 1 Defence - 0 City Defence = 7 Hits
    D6 roll: 4 + 4 Attack - 1 Defence - 0 City Defence = 7 Hits
    D6 roll: 6 + 4 Attack - 1 Defence - 0 City Defence = 9 Hits
    D6 roll: 4 + 4 Attack - 1 Defence - 0 City Defence = 7 Hits
    D6 roll: 2 + 4 Attack - 1 Defence - 0 City Defence = 5 Hits
    D6 roll: 2 + 4 Attack - 1 Defence - 0 City Defence = 5 Hits
    D6 roll: 3 + 4 Attack - 1 Defence - 0 City Defence = 6 Hits

    71 hits. All Horse Archers Destroyed.


    END of BATTLE. EFIAN is Captured by the Golmon.

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     Post Posted: Fri Mar 23, 2012 4:51 am 
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    So I've received and processed orders on behalf of six players, so Turn 3 starts... wait for it... now!

    I'm sending beginning of turn 3 reports... soon!

    Get your orders in - rapidly! or not. I could do with a break.

    Image

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     Post Posted: Fri Mar 23, 2012 8:48 am 
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    Umm... out of curiosity, how did 64 hits kill 10 Shockers with 8 hits each? I don't doubt the shockers would be finished off by the Barbarians during the melee phase, but just wanted to make sure I wasn't missing something in how combat worked.

    Sorry for the corrections and everything, but I know everyone can make mistakes, especially when you have to deal with so many combats and players at the same time :) I salute you for the effort.

    Edit: Also, much as it pains me to point out mistakes that will help potential enemies, it seems you accidentally raised the defense on the Cousteaus in the battle for Jaq near the end of the first melee phase. It doesn't make any changes in the battle outcome, not even affecting total losses, but thought I'd point that out.

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     Post Posted: Fri Mar 23, 2012 1:37 pm 
    Print Book 2 & Draw Book 3 Supporter Year of the Dwagon Supporter This user is a Tool! Pin-up Calendar and New Art Team Supporter Here for the 10th Anniversary Erfworld Bicycle® Playing Cards supporter Has collected at least one unit
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    So do only certain cities start out with walls?

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     Post Posted: Fri Mar 23, 2012 1:50 pm 
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    All cities start out with walls, but as LTDave stated, they can only handle (city level^2) troops, and being able to handle troops seems to be an all or nothing ordeal. Thus a level 3 city with 9 units is actually better defended than a level 3 city with 10 units because all the units lose the city bonus because of that 1 extra unit. If Loka had only had 9 units instead of the 10 it had, Nobgrub may well have been knocked out of the game on turn 1 (or at least set back several turns)

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     Post Posted: Fri Mar 23, 2012 2:06 pm 
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    Oh, and LTDave, as much as I enjoy seeing the combat reports and such, it might be wise to stop posting them soon, as they could provide very important intel, particularly based on when people send in their orders.

    For example:
    If Nobgrub makes a bid for Belma and captures the city but only has a few units left, then Trantor could use that information to decide they want to in turn claim Belma for themselves. In particular this can run into issues with the timing on when people send in their turns. For example, if Nobgrub sends in their orders first, they take out the defenders and then have to defend from Trantor, but if Trantor sends their orders in first, then suddenly the roles are reversed, which is odd for a turn based game.

    Of course, if that's how you want things to go, it is simply a different form of tactics that are required, but it does make waiting to send in your orders potentially advantageous.

    You might also want to wait till you get all orders in (or at least orders from potentially interacting sides) before doing any combat. In the above example for instance both armies should arrive at the same time, and then fun interesting things should happen. That way neither side gains an advantage for being fast or slow in providing their orders.

    Just some thoughts, and likely stuff you've already considered.

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     Post Posted: Fri Mar 23, 2012 3:42 pm 
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    A number of good points, and well pointed out.
    I will try to wait until all orders are in before processing any, to avoid such conflicts.
    Also, it is clear that I'm not great at the details thing, so I'll stop posting combat reports so that you stop seeing my mistakes.

    I'm working on Turn 3 orders now, and since there are no overlapping Battlespaces at this time I can run the ones I have. Waiting on orders from two players.

    Some Questions I have received:

    -Can we upgrade Cities? How much does it cost? How do we do it?

    Yes. Lots. Pay Smuckers.
    I'm going to say that it costs 1000 smuckers to raise a city by one level. Level 5 is maximum.

    -how will siege work?

    One Nation already has an advantage in this area, having reseached / built a siege factory, so I'm not going to answer that here. If you want siege, you'll have to put the smuckers in.

    -Can our new units have special abilities? Like Scout, or Spy?

    No. The units you pop each turn are simply to represent force in combat. If you want scouts or spies or whatever, spend the smuckers in a more narrative sense in your nation. So you might spend 100 smuckers building a tavern so you can listen out for rumours, or something more deliberate.

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     Post Posted: Fri Mar 23, 2012 7:04 pm 
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    Also a thought occurs to me.

    What are the 'win conditions'? because eventually we will 'blob' into small nations with very little reason to go to war with each other for fear of our rivals. Will there be events (such as Guppington's return or the rise of a barbarian warlord) to keep us constantly moving?

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