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Diplogame Faq And Reference Manual

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  • deity
    replied
    Originally posted by VetLegion
    I read the whole thing. Good job overall and parts 6-6.2.3 are especially good and needed

    Btw.,

    This requires a great deal of trust by a player to give up control over his game, but the payoff in enjoyment is great. Be careful how the election is handled however. Ballot stuffing and election fraud is as possible in diplogames as in the real world. In History of the World 2 when the Mongol player (me) held an election, the Australian player (Deity) used multiple log-ins to manipulate the results and elect who he wanted.




    Did he admit this, or are you just insinuating?
    It's a bit of an exageration but as in the real world my civ role did participate in some election-engineering

    Leave a comment:


  • deity
    replied
    Originally posted by Rasputin
    and i am member number one of the diplo group
    ... and a freakin deity

    Leave a comment:


  • deity
    replied
    ozzy, this is truely fantastic. Many memories here. I'm getting inspired to start a new one!

    Leave a comment:


  • bumout
    replied
    Hey.

    Yo its me, the Capo.

    Drop me a line people.

    Leave a comment:


  • suas333
    replied
    Wow Ozzy,

    Thanks for putting all the diplo tales in one place.

    Leave a comment:


  • OzzyKP
    replied
    Thanks for the civgroup Mark.

    And the DiploFAQ is topped too. Thanks Ming.

    Leave a comment:


  • Rasputin
    replied
    and i am member number one of the diplo group

    Leave a comment:


  • Rasputin
    replied
    one point to reaaly stress is the subs ozzy. to make diplo work you need subs and they have to know diplo style to take over. a normal civ2 player will get bored with just playing a session and this will create its own tensions in game. hotw2 was almost ruined a few times by subs, and even the latest hotw 4 has taken a big hit to the diplo style by latest session. i also beleive subs should never do more than one civ throughout game , can be temtpoing to setup first civ to attack with second.

    Fortuantly i managed to undo the damge done by my sub before he attacked me.

    I left strict instruction to build defence and he did none, he elft me exposed near his next civ and tryed t ouse that agaisnt me. forutnalty i was able to survive his inept first attack and the game will now return to order.

    Leave a comment:


  • OzzyKP
    replied
    Update

    I added 7.8 on flag, name, and city customization.

    Leave a comment:


  • Rasputin
    replied
    merciless bump @@@@@@

    to keep this near top....

    Leave a comment:


  • OzzyKP
    replied
    When I tried, the ship's moves counted down that first turn, and then next turn its' ranged moves reset. So it showed the number but the range had no affect at all. I don't get it. But if you wanna discuss this, go discuss it here: http://apolyton.net/forums/showthrea...hreadid=102001

    Leave a comment:


  • Frank Johnson
    replied
    I think I've tried that before in a ww2 scenario....I had german submarines that had the range value entered in so they could cruise for x turns before having to return to port. But in the end I think the range figure didn't exactly have the effect I wanted. What exactly did your experiment come up with Ozzy?

    Leave a comment:


  • CapTVK
    replied
    Originally posted by OzzyKP
    Hmmm....

    I thought I had a new technical innovation that allowed ships to refuel and planes to carry cargo. Now it seems more kinks need to be worked out. Stay tuned for refinements (or possibly deletion) of section 7.8
    Interesting notion. You mean by creating ships and planes with helicopter ´abilities´?

    Leave a comment:


  • Rasputin
    replied
    me likes the idea of needing to refuel the modern ships once they rely on engines no sails or rowing. that would make the navy more realsitic

    Leave a comment:


  • OzzyKP
    replied
    Hmmm....

    I thought I had a new technical innovation that allowed ships to refuel and planes to carry cargo. Now it seems more kinks need to be worked out. Stay tuned for refinements (or possibly deletion) of section 7.8
    Last edited by OzzyKP; November 19, 2003, 11:20.

    Leave a comment:

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