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Myth v. 5 - Circle - 6 Players - Team 3vs3
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TOPIC: Myth v. 5 - Circle - 6 Players - Team 3vs3
Re: Myth v. 5 - Circle - 6 Players - Team 3vs3 13 years, 11 months ago #374
Lord Snow wrote:
I probably shouldn't be starting up any more games given that my wife is "scheduled" to give birth around May 23rd, but it is just too tempting! ![]() Lars - congrats and you are insane! I think you have at least one other child so good luck with a new born and playing Warlords together!!! Ian |
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Re: Myth v. 5 - Circle - 6 Players - Team 3vs3 13 years, 11 months ago #376
Thanks Ian
![]() Yes, I have a 5-year-old Yes, I am insane ... or at least in denial ![]() I'll do my best to live up to my Warlords commitments ![]() Lars |
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Last Edit: 13 years, 11 months ago by Lord Snow.
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Re: Myth v. 5 - Circle - 6 Players - Team 3vs3 13 years, 11 months ago #378
Onslaught wrote:
My take on the resign rule is that if a player is clearly losing in FFA he should be allowed to resign but announce this formally and provide password rather than just resigning in-game. It should be up to the other players then to either set him to AI or find a replacement, or otherwise just let the resignation go through with all of his remaining cities razed as a result. In a team game I think the player that's about to lose should discuss the matter with his team mates before doing anything drastic. If the majority agrees on resignation, then resignation it is. If the majority disagrees, then it should be up to the other players to find a replacement for the player that deems he stands no chance. If a player does not have time to play, on the other hand, then it's that players responsibility to find a replacement, whether it's a team game or a FFA game. Of course one could have a "no resign rule" for a game but everyone would have to agree on that prior to starting the game. Personally I tend to play until the end but I don't want to force that upon other players. Most players that are losing tend to take forever to make their turns. Better to get rid of them entirely than having everyone suffer from their super slow deaths. Onslaught, I agree with your view on resignation. If no one has any objections, I think we should adopt the above as our "rules of resignation" - perhaps with a few clarifications. Concerning the situation in which no replacement can be found, I think we should make a decision now whether it should be an 'AI handover' or 'resignation/raze all', so that we don't have any disagreements later on, regarding what would give an advantage to which player and so forth. I'd suggest 'AI handover' which also seems to have been the standard so far. When someone wants to resign in a team game I agree that it should be discussed within the team. If the team doesn't want to resign as a whole, then the order should be: 'a replacement player not involved in the game' > 'a team mate taking over' > 'AI'. Like you suggest, I think it would be a good idea to establish a maximum number of days that a player has to take his turn. Perhaps one player should be chosen to keep track of this and be responsible for announcing when the maximum number of days has been exceeded. When nobody is officially responsible, other players might be hesitant to mention it, so as to not seem impatient or generally annoying. If a player is not able to take his turn within the maximum number of turns, then it is their responsibility to give a justification. I don't know if we need to have a certain number of "extra bonus days" (it might be too difficult to keep track of) Hopefully the embarrassment of too many "late announcements" would be enough for that player to realize that it might be better for him to resign. It should always be allowed for a majority of players to throw (asking them to resign would probably be enough ![]() An established 'max days to take a turn' would also help potential players in deciding whether they have enough time to participate in the game, before the game starts. Lord Snow |
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Re: Myth v. 5 - Circle - 6 Players - Team 3vs3 13 years, 11 months ago #379
I agree on the resign rules but I must add that I do not find 'resign button/raze all' an acceptable option at all. It has happened to me in the past and it is immensely annoying to be pushing on an enemy and just about to reap the reward when everything is turned to dust in front of you (including all those XP for your heroes).
I suggest we should create a section on this website with some 'standard house rules' and then the creating player simply announces which are in effect for the game. Personally I am not sure we need anything too complex for the slow turn chasing but I am happy to go along with the majority decision. If some sort of system is required how about these options? One option might be to simply make the slow player give gold to the other players when they have transgressed! Only downside is that it might push the player into resigning early. Perhaps another method is to total up the number of clear days between turns and list these at the end of the round. Any same day turnaround gives -1 e.g. Player A gets turn on 15th, sends on to Player B on 18th. Add 2 points to that person's tally. Player B gets turn on 18th and sends to Player C on 19th. Nothing to add. Player C gets turn on 19th and sends on 19th. Remove 1 pt from Player C Points can never go below 0. One person (White player?) would be in charge of tallying points (and this could easily be retrospective if emails are kept in the email client) and sending out the current totals every turn (or every 5 turns?) as appropriate. When a player goes over (say) 10 points they are warned to speed up. The problem with all these things is that it just exacerbates the resign issue. For the ultimate punishment for being slow is to cause that player to resign! I guess if you did a tally point system it could be logged against that player at the end of the game and listed in a forum post (or ideally in some sort of website tracking system - but then we are moving towards a complex website like Warlords Universal used to be) so others could know if they are a fast or slow player and use that to decide if they are wanted in a game or not! Perhaps some of this discussion should move to a new area of the forum for house rules? Ian |
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Re: Myth v. 5 - Circle - 6 Players - Team 3vs3 13 years, 11 months ago #385
So before we start a new game I want to give everyone a final chance to have their say about the proposed changes before i actually implement them:
White Order *Are Marksmen too expensive? They are used in normal army sets but compared to other custom archer units in Myth they might be over-priced. Sun King *Ravens' instead of barbarian production in Sun Tower. *Replace some pre-placed Barbarians with Ravens'. *1-2 non swamp squares (hills) between capital and swamp city. *Thinner mountain ridges around Sun Tower *Ravens' become 1 turn, 2 str, 2 hits, +1 in field, +1 curse for 85 gold. *Half Elves' become 1 turn, 2 str, 2 hits, +2 missiles, +1 in woods for 200 gold. *Berserkers' become 2 turn, 5 str, 3 hits, +1 trample, +2 in water for 650 gold. *Hags become 3 turn, 6 str, 2 hits, +12 disease, flight, +2 in marsch, 15 movement for 1100 gp. Sand Maggots Remove woods move bonus from goblins Dark Elves Devourer' goes down to 14 movement Lich King Corpse Thrower goes down from 250 to 200 gold. Southeast corner of map *Some minor terrain / road issues to be sorted. |
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Re: Myth v. 5 - Circle - 6 Players - Team 3vs3 13 years, 11 months ago #396
Arvid
Here are the changes I'd make to your proposal: Sun King *Ravens' instead of barbarian production in Sun Tower. *Replace some pre-placed Barbarians with Ravens'. Do the first but drop the latter *1-2 non swamp squares (hills) between capital and swamp city. Hills in a swamp? Get real. Just make the swamp a little smaller *Thinner mountain ridges around Sun Tower No need, hiding place for flyers is OK *Ravens' become 1 turn, 2 str, 2 hits, +1 in field, +1 curse for 85 gold. They are OK as they are but if you must only +1 to Str and not Hits for 80 GP *Half Elves' become 1 turn, 2 str, 2 hits, +2 missiles, +1 in woods for 200 gold. OK, but 250GP *Berserkers' become 2 turn, 5 str, 3 hits, +1 trample, +2 in water for 650 gold. As above but 2 hits for 500GP. *Hags become 3 turn, 6 str, 2 hits, +12 disease, flight, +2 in marsch, 15 movement for 1100 gp. OK, maybe 1000GP is fine. Sand Maggots Remove woods move bonus from goblins Only if You give Woods move bonus to Black Riders and make them 500GP +1 Woods combat bonus (to keep themed with woods move - think Nazgul riders) Ian |
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Re: Myth v. 5 - Circle - 6 Players - Team 3vs3 13 years, 11 months ago #400
Arvid,
*Replace some pre-placed Barbarians with Ravens' I agree with Batz, don't do this. *1-2 non swamp squares (hills) between capital and swamp city. Yes. Shrinking the swamp as Batz suggests also works as does making a narrow 1 wide hill path next to the mountains. But hills in a swamp can easily represent a few high land points sticking out of the swamp. Mountains make no sense but a couple of hills. *Ravens' become 1 turn, 2 str, 2 hits, +1 in field, +1 curse for 85 gold. I suggest 3 str, 1 hit instead of 2/2. 3/1 is slightly weaker than 2/2. Everything else is fine. *Half Elves' become 1 turn, 2 str, 2 hits, +2 missiles, +1 in woods for 200 gold. Yes. 250 that Batz suggest is too much given that Goblins have the exact same stats with +2 move and 1 less archery and only cost 60. So 250 would be too much. *Berserkers' become 2 turn, 5 str, 3 hits, +1 trample, +2 in water for 650 gold. I agree with Batz, 2 hits. This is their best unit now with the 2 hits. *Hags become 3 turn, 6 str, 2 hits, +12 disease, flight, +2 in marsh, 15 movement for 1100 gp. Yes. I took a look at the Marksman unit. It is 3/2 with +3 archery and +2 in cities. That extra +1 archery and +2 city bonus makes it better than the Half Elves are. But probably not with the 400 gold especially with their 16 moves. I'd suggest they need to be 18 moves and cost only 350 so they can be used more on offense. White Orders really crappy unit is the Acoylte. It's completely useless with Deathslayer and the 3/1 stats. It would be far more useful is it had a power like disease/poison +1. KGB |
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Re: Myth v. 5 - Circle - 6 Players - Team 3vs3 13 years, 11 months ago #402
Arvid, just wondering on your schedule for releasing the next version with the latest tweaks. I am wondering whether to start the Capture the Flag game on Myth v5 or wait for the next version.
Ian |
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Re: Myth v. 5 - Circle - 6 Players - Team 3vs3 13 years, 11 months ago #404
I am pretty busy this week and next so I suggest you get going on the current version.
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Re: Myth v. 5 - Circle - 6 Players - Team 3vs3 13 years, 10 months ago #414
ok it has been quite a while, have the modifications been completed so we can get this game started ?
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