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  • OK, I played around 50 turns with Ramtop Kingdoms, and all is well!

    I now have 13 cities: I conquered all of the Ankh valley and Sto Plains (except for A-M itself, of course, and Sto Lat) as well as a few other cities (Pseudopolis, Quirm, ...).

    The Nac Mac Feegle are efficient little pests (with their offense of 6), and the heroes help too!

    I shouldn't be the one saying so, but I really enjoyed playing this!

    Now, I'm eager to see how it behaves when the "special events" occur...

    And if RK is really the hardest, then the scen definitely isn't too difficult! (its 1st part, at least...)
    Ankh-Morpork, we have an orangutan...
    Discworld Scenario: http://apolyton.net/forums/showthrea...8&pagenumber=1
    POMARJ Scenario:http://www.apolyton.com/forums/showt...8&pagenumber=1
    LOST LEGIONS Scenario:http://www.apolyton.com/forums/showt...hreadid=169464

    Comment


    • I have played a few turns with Klatch. I love the new messages and at least one of the barbarian villages is working well. (This comment is not intended to imply that the other isn't - I simply haven't visited it.)

      The trade goods seem to have become truncated - magical s, sapient p, etc. Actually, this happened on the previous version as well, but I forgot to mention it.

      The post by LF in the strategy forum reminds me to ask - have you set any victory conditions?

      RJM at Sleeper's
      Fill me with the old familiar juice

      Comment


      • Originally posted by rjmatsleepers
        I have played a few turns with Klatch. I love the new messages and at least one of the barbarian villages is working well. (This comment is not intended to imply that the other isn't - I simply haven't visited it.)
        Good!

        Which new messages do you mean, BTW?

        The trade goods seem to have become truncated - magical s, sapient p, etc. Actually, this happened on the previous version as well, but I forgot to mention it.
        Yes, I just noticed that too! Don't know how it happened, but it's corrected anyway...

        The post by LF in the strategy forum reminds me to ask - have you set any victory conditions?
        Not yet: as you might remember, I asked a question about that precise point further up, and didn't get any answer
        Ankh-Morpork, we have an orangutan...
        Discworld Scenario: http://apolyton.net/forums/showthrea...8&pagenumber=1
        POMARJ Scenario:http://www.apolyton.com/forums/showt...8&pagenumber=1
        LOST LEGIONS Scenario:http://www.apolyton.com/forums/showt...hreadid=169464

        Comment


        • Originally posted by Cyrion

          Which new messages do you mean, BTW?
          Well, particularly the ones about Hollywood, the pyramid and something near Tsort that I can't remember at the moment

          And making the librarian into the historian

          RJM at Sleeper's
          Fill me with the old familiar juice

          Comment


          • Ok, I played a bit further, and am now around turn 100!

            I now have 23 cities, and just took Ankh-Morpork

            For that, I needed 2 heroes, death, and a few witches!

            I had dispatched the 3 horsemen with 3 heroes a few turn before!

            I noticed a small problem (which is now corrected, but will appear in your game): the dragons keep on appearing even if the Wyrmberg is destroyed (which, BTW, required 2 heroes in my game ).

            Next turn, the Gods should make their apparition, follow in a few turns by Bel-Shamaroth, Pyramid of Tsort and the others!

            If this goes well, then release is imminent! (unless you find other problems, of course)

            Apart from the small Dragon problem, everything is quite smooth, and I have been busy every turn!

            The "places" apparition seem to be timed right, as it will be around the middle game!
            Ankh-Morpork, we have an orangutan...
            Discworld Scenario: http://apolyton.net/forums/showthrea...8&pagenumber=1
            POMARJ Scenario:http://www.apolyton.com/forums/showt...8&pagenumber=1
            LOST LEGIONS Scenario:http://www.apolyton.com/forums/showt...hreadid=169464

            Comment


            • Originally posted by rjmatsleepers
              Well, particularly the ones about Hollywood, the pyramid and something near Tsort that I can't remember at the moment
              If you saw them, then you played more than only "a few turns" (over 100, actually), unless I sent my test file instead of the right one

              And making the librarian into the historian
              I still need to work a little bit on it, though
              Ankh-Morpork, we have an orangutan...
              Discworld Scenario: http://apolyton.net/forums/showthrea...8&pagenumber=1
              POMARJ Scenario:http://www.apolyton.com/forums/showt...8&pagenumber=1
              LOST LEGIONS Scenario:http://www.apolyton.com/forums/showt...hreadid=169464

              Comment


              • Originally posted by Cyrion

                If you saw them, then you played more than only "a few turns" (over 100, actually), unless I sent my test file instead of the right one
                I'm currently in year 54, so presumably that's over 200 turns. Klatch is supreme and its empire laps at the feet of Om which survived one large (but not large enough) attack. I destroyed the temple of Tsort and received the national hero tech. I think it took about 8 non vet carpets.

                I stopped researching once I learned Via Cloaka although I continue to get beakers from my merchant deliveries to Ankh Morpork. Actually, A-M is a bit of a pain - every now and then it attacks a merchant or a sailing ship. However, I don't want to take it out because it is too good a destination for merchants. The treasury has about 8,000 gold with a net income of around 500 plus merchant delivery.

                The only thing I've noticed apart from the trade goods being truncated is that the description of the submarine tech says that it increases space ship thrust by 25% Also I've not had a message about the gods coming down to take revenge. Presumably that is tech related and we've not reached that point in the tech tree.

                I have Death, 71-hour Ahmed and the portal closure spell plus assorted barbarian warriors who have lain down their lives for the greater glory of Klatch.

                I've had very little trouble from the orange meanies - presumably they are pounding ramtops or one of the other civs that I've had no contact with yet.

                The thing to the south east of Jelly Belly has not yet started spouting bad guys which is a shame since they are a good way of getting vet status for your carpets. I may have to take out that pyramid (near Otherz?) in the hope of getting teleportation from it - meta gaming I know, but presumably legitimate when play testing.

                RJM at Sleeper's
                Fill me with the old familiar juice

                Comment


                • Originally posted by rjmatsleepers
                  Actually, A-M is a bit of a pain - every now and then it attacks a merchant or a sailing ship. However, I don't want to take it out because it is too good a destination for merchants.
                  Yes, I'm still not sure taking it in my game was a smart move! But I had to test its defences, for test sake

                  The only thing I've noticed apart from the trade goods being truncated is that the description of the submarine tech says that it increases space ship thrust by 25%
                  So that the tech brings something even if you're not the first to discover it

                  Also I've not had a message about the gods coming down to take revenge. Presumably that is tech related and we've not reached that point in the tech tree.
                  Correct

                  I've had very little trouble from the orange meanies - presumably they are pounding ramtops or one of the other civs that I've had no contact with yet.
                  They're not bothering me either (and I'm playing Ramtop Kingdoms)! I'm beginning to wonder if I did weaken them a bit too much...

                  On the other hand, I know the scen well enough (obviously ) to be able to react quickly against them and prevent them from doing much harm...

                  Let's see what the others experience...

                  The thing to the south east of Jelly Belly has not yet started spouting bad guys which is a shame since they are a good way of getting vet status for your carpets.
                  You want them? Then do some research...

                  I may have to take out that pyramid (near Otherz?) in the hope of getting teleportation from it - meta gaming I know, but presumably legitimate when play testing.
                  Perfectly legitimate

                  BTW, I thought about the victory conditions! Here is what I could propose (cumulative conditions ):
                  1) hold all 5 initial capitals (i.e. A-M, Kom, Al-Khali, Bonk and Lancre)
                  2) the city of Ee is destroyed : forcing you to be quite advanced, as the appearance of the City is triggered by a tech far up (or down??) the tech tree
                  Ankh-Morpork, we have an orangutan...
                  Discworld Scenario: http://apolyton.net/forums/showthrea...8&pagenumber=1
                  POMARJ Scenario:http://www.apolyton.com/forums/showt...8&pagenumber=1
                  LOST LEGIONS Scenario:http://www.apolyton.com/forums/showt...hreadid=169464

                  Comment


                  • Game report - year 79 (ish)

                    Kom fell to a force of 30 carpets and Ankh-Morpork (which the AI had allowed to shrink to size 10) fell to a similar attack. The Morporkian civilization is no more while Om is reduced to a couple of formerly Independent cities that are out of range of my carpets.

                    71 Hour Ahmed carried the portal closure spell and destroyed the lost city of Ee. Unfortunately he was ambushed on the way back by an orange meanie. I think the destruction of Ee deserves some sort of message. Seeing it simply disapear was a bit of an anti-climax.

                    I destroyed the temple thingie in the south west corner and recieved the teleportation tech. I then built a couple of teleportation gates, but I couldn't get them to work. I was trying to teleport some public workers from one end of the empire to the other. I'm not sure whether I was not using it correctly, whether you can't teleport public workers or whether there is a problem with the implementation.

                    The great pyramid near Jelly Baby finally appeared. I got a couple of vet carpets from it, but then decided to destroy it. I gathered 3 barbarian warriors for the job, but it fell to the first - I wonder whether you should make it a bit stronger.

                    I also destroyed the island thingie (phlesh?). That took quite a few carpets. The reward of 4,000 gold simply took my treasury from 25,000 to 29,000. Despite the message about losing ships, I seemed to have all my sailing ships intact - perhaps it was just atmospheric.

                    The only problem I have found is that clicking on the view button in the city report window causes the game to crash. I'm not sure whether this is a standard problem with scenarios, a problem with my set up or something you can fix.

                    BTW, a few weeks ago I I mentioned a "doo-hickey"

                    Originally posted by rjmatsleepers

                    Something happened in this game that may be a bug or may be a feature. I noticed an orange "doo-hickey" on the map close to one of my cities. I suspected it might be the source of the orange bad guys so I sent a Hero to investigate with a couple of carpets riding shotgun. I didn't notice that I'd left my city undefended, so the DD walked in and at that point the "doo-hickey" disapeared. Sorry that this is not a more helpful description of what happened - if I get a chance, I'll look at the units to see if I can recognise the "doo-hickey".
                    Well I've found out what it was. It was a size 1 city with no name. I think that there is a shortage of names, so when the AI builds a new city it doesn't get a name. It might be worth providing each civ with 3 or 4 names - I don't think they will build many cities, but in my current game, Om appears to have built at least 3.

                    As far as your victory conditions are concerned, they look good - although you might think about weakening the first so that the human only has to control 4 of the 5 initial capitals. It does take a long time to reach the far flung parts of the disk. In year 79, I have had no contact with Ramtop or Uberwald(?)

                    I think that the latest game is very good and you are within touching distance of a release version

                    RJM at Sleeper's
                    Fill me with the old familiar juice

                    Comment


                    • Re: Game report - year 79 (ish)

                      Originally posted by rjmatsleepers
                      Kom fell to a force of 30 carpets and Ankh-Morpork (which the AI had allowed to shrink to size 10) fell to a similar attack. The Morporkian civilization is no more while Om is reduced to a couple of formerly Independent cities that are out of range of my carpets.

                      71 Hour Ahmed carried the portal closure spell and destroyed the lost city of Ee.
                      Well done

                      I think the destruction of Ee deserves some sort of message. Seeing it simply disapear was a bit of an anti-climax.
                      I thought there was a message

                      Put it down as a senior moment from my part...

                      I'll correct that (hopefully the event size will allow for 1 more line of text... otherwise I'll have to cut in the other descriptions... )

                      I destroyed the temple thingie in the south west corner and recieved the teleportation tech. I then built a couple of teleportation gates, but I couldn't get them to work. I was trying to teleport some public workers from one end of the empire to the other. I'm not sure whether I was not using it correctly, whether you can't teleport public workers or whether there is a problem with the implementation.
                      There shouldn't be any problem with PW using an airport!

                      Could it be that the "original" Radio tech is needed for an airport to be buildable??

                      If yes, I'll then have to change the tech, and find new graphics and descriptions for the "airbases", as those would become available at the same time...

                      The great pyramid near Jelly Baby finally appeared. I got a couple of vet carpets from it, but then decided to destroy it. I gathered 3 barbarian warriors for the job, but it fell to the first - I wonder whether you should make it a bit stronger.
                      I think you were just lucky, as all those have the same strength (except for the City of Ee), and I needed on average 2 Barb heroes, and sometimes 3 Heroes or 2 Heroes and 2 witches! And I was lucky once and needed only 1 Hero!

                      But I might raise teir defense by 1 or 2...

                      I also destroyed the island thingie (phlesh?). That took quite a few carpets. The reward of 4,000 gold simply took my treasury from 25,000 to 29,000. Despite the message about losing ships, I seemed to have all my sailing ships intact - perhaps it was just atmospheric.
                      It depends where you closest ship was... But I might enlarge the "sinking" area...

                      The only problem I have found is that clicking on the view button in the city report window causes the game to crash. I'm not sure whether this is a standard problem with scenarios, a problem with my set up or something you can fix.
                      Never saw that, but I'll check! I think it might come from you set up...

                      BTW, a few weeks ago I I mentioned a "doo-hickey"

                      Well I've found out what it was. It was a size 1 city with no name. I think that there is a shortage of names, so when the AI builds a new city it doesn't get a name. It might be worth providing each civ with 3 or 4 names - I don't think they will build many cities, but in my current game, Om appears to have built at least 3.
                      Yes, I would need a list of 5 names for each civ! Suggestions, anybody, please??

                      As far as your victory conditions are concerned, they look good - although you might think about weakening the first so that the human only has to control 4 of the 5 initial capitals. It does take a long time to reach the far flung parts of the disk. In year 79, I have had no contact with Ramtop or Uberwald(?)
                      Yeah, 4 out of 5 + City of Ee might do it (except for La Fayette, for whom it would then be much too easy )

                      I think that the latest game is very good and you are within touching distance of a release version

                      RJM at Sleeper's
                      Thanks my friend!

                      I think we did a good team work!
                      Ankh-Morpork, we have an orangutan...
                      Discworld Scenario: http://apolyton.net/forums/showthrea...8&pagenumber=1
                      POMARJ Scenario:http://www.apolyton.com/forums/showt...8&pagenumber=1
                      LOST LEGIONS Scenario:http://www.apolyton.com/forums/showt...hreadid=169464

                      Comment


                      • The onward march of the Klatchian army continues. Om and Ram Tops are now included in the ancient history lessons in Klatchian schools. I attacked Holywood with 1 barbarian warrior and lost. So I gathered 2 warriors and of course, the first 1 won on its own.

                        I am now engaged in the final struggle with Uberwald. It's vampires are turning out to be remarkably tenacious. I'm guessing that they get a terrain bonus - if so, is that intentional? Do other civs similar units also get such a bonus? (I think the turtles do, but that's OK because they are a ground unit.)

                        In this game, Dunmanifestin has not appeared - remember I stopped researching after Via Cloaka and I stopped delivering merchants after the fall of Ankh Morpork so nobody has discovered the appropriate technology. Does this bother you? If so, you may wish to re-jig the tech tree to make a path that triggers it more desireable.

                        I'll give some thought to additional names. Presumably you'd prefer them to be part of the book already. I tend to make up new puns of my own. For example playing as A M I found a new city straight away to get a food delivery and I call it Sto Ksity. Similarly, the city founded to provide a staging post for the wizards to move north is Sto Nacrose.

                        BTW teleportation gates do not produce veteran carpets - I'm not sure whether this is a good thing or a bad thing.

                        RJM at Sleeper's
                        Fill me with the old familiar juice

                        Comment


                        • Originally posted by rjmatsleepers
                          The onward march of the Klatchian army continues. Om and Ram Tops are now included in the ancient history lessons in Klatchian schools. I attacked Holywood with 1 barbarian warrior and lost. So I gathered 2 warriors and of course, the first 1 won on its own.
                          See! I told you 1 was sometimes not enough!

                          Nonetheless, you might be right: 1 or 2 points more in defense might be useful! Will see what the others experienced!

                          [QUOTE]
                          I am now engaged in the final struggle with Uberwald. It's vampires are turning out to be remarkably tenacious. I'm guessing that they get a terrain bonus - if so, is that intentional? Do other civs similar units also get such a bonus? (I think the turtles do, but that's OK because they are a ground unit.)
                          [QUOTE]

                          Not my fault

                          It's a civII feature which (I think) can't be modified: ALL units, even flying ones, get the terrain bonus, as unlogical as it might seem! I even suppose that a stranded ship on a mountain (Noah's Ark, anyone?) would get it (not sure, though)...

                          And you probably notice is more because Uberwald is so mountainous!

                          In this game, Dunmanifestin has not appeared - remember I stopped researching after Via Cloaka and I stopped delivering merchants after the fall of Ankh Morpork so nobody has discovered the appropriate technology. Does this bother you? If so, you may wish to re-jig the tech tree to make a path that triggers it more desireable.
                          It doesn't bother me overly, as some players might be more interested in research than you are

                          And the Gods are not that far on the tech tree...

                          I'll give some thought to additional names. Presumably you'd prefer them to be part of the book already. I tend to make up new puns of my own. For example playing as A M I found a new city straight away to get a food delivery and I call it Sto Ksity. Similarly, the city founded to provide a staging post for the wizards to move north is Sto Nacrose.
                          I think you couldn't find many cities in the book that aren't already on the map! And those wouldn't be built at the right place, so I think your own puns would be better

                          But remember that the Sto cities would be appropriate only in the Sto plains, so for A-M

                          BTW teleportation gates do not produce veteran carpets - I'm not sure whether this is a good thing or a bad thing.
                          No surprise there, if the "airports" are not working, don't you think?

                          I'll correct the fact they don't work!

                          What name could I give to the "airbases" that could then be built??
                          Ankh-Morpork, we have an orangutan...
                          Discworld Scenario: http://apolyton.net/forums/showthrea...8&pagenumber=1
                          POMARJ Scenario:http://www.apolyton.com/forums/showt...8&pagenumber=1
                          LOST LEGIONS Scenario:http://www.apolyton.com/forums/showt...hreadid=169464

                          Comment


                          • Sorry I haven't been here for a while. I only managed to get a few turns in last Wednesday (before Easter), but my Omnian forces are doing quite well. I've crushed most of the cities in my path with the turtles, but haven't taken any capitals yet (well, apart from the Independents ). The trouble with Om is that because you don't have the chance to make any RRs, and the turtles only have a move of 1, it takes forever to get anywhere, and especially to get enough forces into position to take any well-defended cities. Mind you, I'm still playing the second edition, as I only got the 3rd this morning (through not checking my e-mail, rather then Cyrion being slow), so I can't use barbarians to beef up my attacks. I'm looking forward to downloading and playing the newer version though.
                            Apart from the barbarians and the Klatchian worker who starts the game right next to Kom, and who gets killed straightaway (either by me, or by the Independents), then the only problem I have is that Om never get any new workers, whereas in the other games I have played, Klatch and Ramtop both get new workers. It is tough to maintain a large empire with only the two workers that you begin with. Hint, hint . Building roads between all my new and newly-conquered cities is tough, especially when I have to defend the workers against orange and pruple incursions. Without roads then I can't concentrate my forces enough in time to get any decent attacks going.
                            Really enjoying the scenario, but I imagine thta it would be far more difficult if I wasn't playing with Om and their fundy government.

                            Comment


                            • Guys, reading these descriptions of how your game progresses is making me drool.

                              Me want this scenario. Soon. ^_^
                              The breakfast of champions is the opposition.

                              "A japaneze warrior once destroyed one of my modern armours.i nuked the warrior" -- philippe666

                              Comment


                              • Originally posted by duke o' york
                                Sorry I haven't been here for a while.
                                No sweat

                                The trouble with Om is that because you don't have the chance to make any RRs, and the turtles only have a move of 1, it takes forever to get anywhere, and especially to get enough forces into position to take any well-defended cities.
                                True! Mind you, you have to pay a price for that dear fundy you like so much...

                                Mind you, I'm still playing the second edition, as I only got the 3rd this morning (through not checking my e-mail, rather then Cyrion being slow), so I can't use barbarians to beef up my attacks. I'm looking forward to downloading and playing the newer version though.
                                Too bad for you, as you'll see below...

                                Apart from the barbarians and the Klatchian worker who starts the game right next to Kom, and who gets killed straightaway (either by me, or by the Independents),
                                Both problem linked, and corrected in the version you should be already playing!

                                then the only problem I have is that Om never get any new workers, whereas in the other games I have played, Klatch and Ramtop both get new workers.
                                Same cause again, so already corrected! And in the version you play now (version 2 instead of 3), I can't guarantee you would get Deacon Vorbis or Death either... (though I think you would)

                                So you should REALLY try the new version...

                                BUT I'll probably post version 4 tonight, adressing the Teleportation problem (IF I find a solution, of course)

                                Really enjoying the scenario, but I imagine thta it would be far more difficult if I wasn't playing with Om and their fundy government.
                                As I said, you pay for that by not having flying units...
                                Ankh-Morpork, we have an orangutan...
                                Discworld Scenario: http://apolyton.net/forums/showthrea...8&pagenumber=1
                                POMARJ Scenario:http://www.apolyton.com/forums/showt...8&pagenumber=1
                                LOST LEGIONS Scenario:http://www.apolyton.com/forums/showt...hreadid=169464

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