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Galactic Overlord II Game Thread

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  • I think Spike makes some good points, but I also think the 24-hour rule was clear. It's a definite change that needs to be added in the next rules update.

    Also, my orders have been sent.
    ~ If Tehben spits eggs at you, jump on them and throw them back. ~ Eventis ~ Eventis Dungeons & Dragons 6th Age Campaign: Chapter 1, Chapter 2, Chapter 3, Chapter 4: (Unspeakable) Horror on the Hill ~

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    • I'm not sure. I thought last game we waited for orders unless it had been absurdly long.

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      • I agree with Spike regarding the default OOB; you could set one at the start of the game, and change it later if you felt like it, or else the GM could use the one from last turn.

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        • Last game the ruling was to use the OoB from the last round, but it was never needed.

          -jam
          1) The crappy metaspam is an affront to the true manner of the artform. - Dauphin
          That's like trying to overninja a ninja when you aren't a mammal. CAN'T BE DONE. - Kassi on doublecrossing Ljube-ljcvetko
          Check out the ALL NEW Galactic Overlord Website for v2.0 and the Napoleonic Overlord Website or even the Galactic Captians Website Thanks Geocities!
          Taht 'ventisular link be woo to clyck.

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          • Gutted. Ah well, tis my own fault since I was online yesterday and just forgot about this. I did have a standard defensive OOB defined somewhere near the start of the game round 2, 3 or 4, but I've not kept my PMs. No matter.

            See you next game, good luck all
            Play hangman.

            Comment


            • Man, that sucks

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              • It's against my own interests off course, but Skanky used a OoB for Chaunk in the calculation. Skanky, If this is the last OoB you received from Chaunk, why not use it then? I've already got an advantage that by Chaunk not sending orders he has no additional new ships.

                This is a game of conquest, no fun in taking out an unaware opponent.

                Thus I propose that Skanky uses Chaunk's last OoB (defensive if he had two sets last round) and scrambles the ships. I haven't calculated the outcome, but numberwise I seem to have a good chance.
                He who knows others is wise.
                He who knows himself is enlightened.
                -- Lao Tsu

                SMAC(X) Marsscenario

                Comment


                • I think if we actually take my defensive OOB from last round, there's a very good chance your fleet is utterly destroyed. Just worked out the first round and you take 276 hits. My defensive OOB from the round before was LTLTFF close in spread out.

                  Lets just leave it as is. I'll get you next game
                  Play hangman.

                  Comment


                  • Calculated the rest...
                    Code:
                    FTLFTL			LTLTFF, spread close.
                    Raw data
                    100	119
                    100	49
                    102	119
                    100	49
                    100	90
                    102	90
                    
                    Adjusted
                    200	476	Geo takes 276 hits
                    50	49	Chaunk takes 1 hit
                    204	238	Geo takes 34 hits
                    400	49	Chaunk takes 351 hits
                    100	180	Geo takes 80 hits
                    102	90	Chaunk takes 12 hits
                    Geo takes 390 hits. 
                    Chaunk takes 364 hits.
                    Edited in light of GT's info below.
                    Last edited by Chaunk; July 21, 2004, 08:51.
                    Play hangman.

                    Comment


                    • You realize that according to 1.2, damage only affects the course of the combat if one fleet is wiped out, right? As long as there is still one enemy ship left, they keep using their full firepower.

                      N.B. If it were up to me, I'd apply damage continually throughout the combat, and, yes, I would be willing to do the extra calculations involved if I were GMing, but, as of 1.2, it doesn't work that way.

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                      • So is that correct then?

                        What is the advantage of 1.2? Seems to me to make no difference really...
                        Play hangman.

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                        • It looks correct to me, with that OOB.

                          The main advantage of 1.2 is that it prevent annihilated fleets from hitting back; after all, it does seem rather nonsensical for a fleet that's been completely destroyed in an opening salvo to be able to hit back.

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                          • I win appearantly... and you lose a base.

                            What OoB did Skanky then use? It's different from the one you post upthere.
                            He who knows others is wise.
                            He who knows himself is enlightened.
                            -- Lao Tsu

                            SMAC(X) Marsscenario

                            Comment


                            • Ok, back from work now.

                              I basically used the rulings of the previous game for this one, although this didn't come up before. From the first post in the first game thread http://apolyton.net/forums/showthrea...hreadid=115624
                              Every player must also specify an "Order of Battle" every turn, whether attacking, or expecting to be attacked. Failure to do so results in the loss of your whole fleet in confusion and panic. This is simple to do though.


                              I'd be willing to redo the combat based on the previous OOB as most players seem to already agree is fairer. I'll remove the 4 extra titans I gave Joncha too.
                              I'm building a wagon! On some other part of the internets, obviously (but not that other site).

                              Comment


                              • You calculated that wrong, btw. Lasers beat fighters, so Chaunk's fleet is doubled yet again. 2x close, 2x close, 2x lasers v fighters.

                                Code:
                                100 fighters	952 lasers	GeoModder takes 852 hits
                                Geo gets destroyed on the first line.

                                The way I see it, we have 3 options.
                                1) Continue with Chaunk dead
                                2) Continue with Geo's fleet dead
                                3) Revert back to turn 12, redo turn 13 from scratch

                                I would like to see everyone's opinion on this.
                                I'm building a wagon! On some other part of the internets, obviously (but not that other site).

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