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New PBEM game (good players for gigantic game)

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  • #46
    the e-mail adress is in the game, but its: pint@c2i.net.

    i am sure i set it to a gigantic map, but due to the semi_acc scenario you get 1 35 move ship with 3 vision range with 0 in attack and it disbands itself avter turn 4
    you also get a 35 move knight with movement 35...
    i assume the player you met just have move accidently straight at you and maybe you towardds him, i will check the map size but i am pretty sure its gigantic...

    ------------------
    veni, vidi, vici
    icq #51862133
    pint@c2i.net
    http://gameleague.apolyton.net
    veni, vidi, vici
    icq #51862133
    pint@c2i.net
    http://gameleague.apolyton.net

    Comment


    • #47
      Turn 0 to Martock.

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      • #48
        turn 0 to Pin

        if this is gigantic why am i almost on top of the australians played by Stavros?? that does seem VERY strange to me. :-)

        Comment


        • #49
          turn 1 ---> Creator

          and yes it is gigantic map, look in the left corner of the screen and look at the radar, notice how large your units are marked there...

          then start a game on your own (singleplayer gigantic) and compare the sizes, you can also check how many screens there goes around the world....
          but if you wanna restart since you guys are so close to each other we can(vote about it)

          ------------------
          veni, vidi, vici
          icq #51862133
          pint@c2i.net
          http://gameleague.apolyton.net
          [This message has been edited by Pin (edited July 06, 2000).]
          veni, vidi, vici
          icq #51862133
          pint@c2i.net
          http://gameleague.apolyton.net

          Comment


          • #50
            nah i'm ok with it for now. i'll see what Stavros has to say about a peace settlement and a treaty for the time being.

            if we both think it'll be a problem then we'll ask for a vote to restart. but for now, let the game continue as it is.

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            • #51
              turn 0 --> Stavros

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              • #52
                I would have been OK with it as well. Sometimes you just have bad luck with your starting position. But that's not it. I wasn't actually talking about you Martok. I didn't even know I was near your land. When I got my 0th turn, I had an Assyrian
                knight next to one of my settlers, and a city 2 squares away. On "my" river (if you know what I mean). So I had to go furthur afield and maybe I stumbled upon "your" river. This seems to give a huge advantage to the players that get their turn first. I couldn't colonize my starting position. And I presume that Krzysztof colonised both his and my starting positions.
                Maybe the range of the units is too large for this many players on a world of this size. It is strange to be negotiating peace treaties, and squabbling over land BEFORE you have your first turn.

                Comment


                • #53
                  Having just had my second turn (turn 1), I have to make a few more comments. I like rapid advancement as much as the next bloke, but I noticed an Asyrian Musketeer in the mountains. This is only turn 1 (I know, I've been counting ), the year is 3990 BC, and there's a musketeer in the hills. How has someone managed to get to gunpowder in the amazing time of 2 turns? I presume that he found a warrior in a Ruin or something, but this still means that he has found all advances that he can now start making musketeers. Is this the sort of rapid advancement you all wanted?

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                  • #54
                    wow, i didn't realize it was this crowded on the playing field. i don't know y it would start 3 of us next to one another if the world is set at gigantic. i wonder now if there is a bug with semi_acc that starts all the players near one another. i've never played any game where upon we stumbled onto each other in the first turn AND we all started relatively close. is there a way perhaps that we could start each on our own continents/islands?? that would make it a bit fairer and make exploration more important to the game.

                    i agree with Stavros about the Musketeer thing though. i don't think it's really a great idea to have gunpowder in turn 2. if there is a way to tone down the movements of the units so that would help. rapid advancement is ok but i'd like a bit of realism in the game. like pin, having a musketeer in round 2 does ruin the game for me as well. what about just starting us off with 5 settlers who can move 10 spaces, no knights, no triremes, but with the same amount of gold and PW. although having that knight with jet propelled horse action is nice for exploring the land, it does seem a tad bit on the side of over-kill.

                    i'm all for bringing on another player but as for the map being 4 times bigger, that's not much of a problem if we lower the movement rates for the units.

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                    • #55
                      the bigger map i suggested becouse of the movement rate the units have in the start... you all aware that these units go absolete after turn 5?

                      to the same starting location my answer could be we are having a 1 big continent world or something...

                      hm don't think there is a bug with the semi_acc and i will be in favor of using it in the next game becouse i can absolutely no SLIC programming, if any of you know this language it would be apricated if you make the twist to it as mentioned above....
                      veni, vidi, vici
                      icq #51862133
                      pint@c2i.net
                      http://gameleague.apolyton.net

                      Comment


                      • #56
                        yea i'm aware that they settings do go away in 5 turns but it does seem that the extended range on the units makes things a bit strange. i think u r right about the one land world...perhaps adjusting the settings so there is more islands than continents would be better.

                        i know that the med mod i have been playing with has really made the single player game a lot of fun. i don't know that we could
                        'twist' the slic code to work as it does with semi_acc. i don't have a problem with using semi_acc since it does grant these abilites on a timer but the way it stands now
                        the close proximity of everyone makes for a short messy game.

                        right now the only solution i can think of is having more of a island world than a 1 big continent world. it would definitely solve the problem with us starting on top of each other, unless we all started on the same island. :P

                        Comment


                        • #57
                          In the meantime, Turn 1 to Martock.

                          If we can get someone to do the programming then, the best option seems to me to start with the 5 settlers but with rather more limited movement allowances.

                          As said by someone before, a bigger world at the start will only make it more difficult later.


                          [This message has been edited by Krash (edited July 07, 2000).]

                          Comment


                          • #58
                            i go for martocks suuegstion, much more island world and keep the rest of the settings...
                            veni, vidi, vici
                            icq #51862133
                            pint@c2i.net
                            http://gameleague.apolyton.net

                            Comment


                            • #59
                              I'm no pro in slic programming, but I can provide one (in about 10 minutes) that will give 5 settlers, 10,000 gold (to make up for the CW and Granary thing), and the basic advancements. But all the units will be standard (ie no jet propelled settlers). And we wont have to do the thing with making a save game directory. This would solve a lot of the problems. The map size is OK, as long as we can develop our settlements before other players can infringe; and then we're not too far away that we have to spend 50 rounds finding each other. BUT the first 3-10 rounds will be slower. Pros and cons. If you want, I'll whip one up.

                              Comment


                              • #60
                                I think that this is the way ahead. Does everyone else agree?
                                If we could play a few turns quickly with everyone on line at once, that should help with the slowing down problem!

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