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Just kidding, I know we are just play-testing the new abilities and order checker.
Playability is excellent and the turn-around on fixing the bugs/programming is terrific.
I am trying to get used to the new order entry. It is certainly more comprehensive. Just a little clunky compared to ripping off 12 orders on a spreadsheet if you have the orders memorized.
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Just received new agent training cost values for the game. This doesn't pertain to the current test game but future games will start with an agent training cost of 5,000 gold and the Underworld kingdom may only raise/lower that amount by 1,000 a turn. Max range is 2,000 to 8,000 agent training cost. The kingdom report now displays two agent training amounts: global and kingdom-specific (includes traits that may raise/lower your kingdom's agent training cost). If you're playing the UN, raise/lower the global value, not your individual kingdom's training cost value. It'll become clearer as you look at your turn report.
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12-01-2015, 09:27 AM
(This post was last modified: 12-01-2015, 09:47 AM by unclemike.)
Now that some of you have high priestesses in the test game, the new website will display her health in various colors:
- Good (green) means she's ok for any order
- Weary (yellow) means her health may worsen with the next order (or skip her this turn to rest, becomes green next turn)
- Poor (red) means no action is possible, Note: the word Exhausted wouldn't fit on the page but Poor means the same thing
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Due to time constraints, the new website will only allow the user to change the ruler's name/sex on turn 1 and not all of your kingdom's names as originally intended. Changing your ruler's name now requires you to issue an order to execute on turn 1:
Order #990
Column A: name (4-20 characters, no spaces first two characters, no special characters like a dollar sign)
Column B: "M" for male (king) or "F" for female (queen) [or leave blank for king]
Cost: 0 gold
This order will be located under the Political menu tab as a King Action. Choose your original ruler when selecting this action or the order will fail. If you issued a king's action earlier in the turn (and used up its slot on the webpage) then press the Extra Order button and select your ruler to issue this action. Changing your ruler's name does not count as a sole action for the ruler.
The Ancient Ones kingdom who has 3 consuls instead of a ruler may not rename a consul's name at this time though in the future, this order will be expanded to include consuls as well.
This order will count towards your turn 1 order limitation. Since this order will be executed at the end of the turn, you will need to specify the original ruler's name when issuing any turn 1 orders that require your ruler's abbreviation (like increase influence or raise regional reaction). You may start using the new ruler's name with your turn 2 orders.
Also keep in mind that if you issue order 11 or 510 on turn 1, either of those orders may randomly create a name that has the same two initials as your new ruler's name (and prevent this order). You may specify a name for order 510 but not with order 11 (if you choose a baron or other political figure as a reward). Since this may prevent a player from naming their ruler in the game, I would like to extend order 11 to be available on turns 1-3.
I apologize if this inconveniences everyone but I've tried several different alternatives in allowing the ruler's name to be used earlier in the turn but the new site becomes very complicated involving overwriting tentative orders with the new name as well as modifying the original ruler's name that was loaded from the server. Each menu-tab (webpage) clears certain fields since each is only interested in their own specific data segments which further complicates things. The entire procedure of overwriting selected values in browser session memory becomes somewhat error prone when considering future orders so due to the time constraints that I'm under, I have to abandon the effort in lieu of this new order for a name change.
The older website area is still not available to issue orders for 3rd Cycle games but I'm still working on that effort. For now, if you wish to change your ruler's name, issue this order on turn 1 and delay issuing order 11 until turn 2 or 3 if you wish to create a new baron/ambassador as an award. Or issue order 11 on turn 1 if you're planning on collecting other options as an award that don't have a political name. If issuing order 510 on turn 1, you must specify a unique name or the program will randomly create a name for you which may conflict with your ruler's new name (and prevent this order).
Keep in mind that this change is only temporary until we have an official procedure in place that will allow the player to change all of their kingdom's names and assets.
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If anyone wants to play with me, I'm summoning a Kraken this turn in:
OS,PS,PT,QS,RS,RT,RU
I am also sea transporting two groups that cross OS, for test purposes.
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With the Beta starting in a few days, this test will end Wed so issue any orders that you prefer for the last turn. Also, the Summon Kraken spell was increased in level (everyone gets it one level later) so you may not be able to cast it on the last turn. Anyway, thanks all for this short test but due to the advancement of the code, we're moving forward with Beta to get as many test cases as possible in December.
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So after opening my new Pirate set-up and Turn 0 with the same excitement as a 5 year old on Christmas Day, I have my first two questions:
1) Is the map for 3rd Cycle the same map as 2nd Cycle?
2) I start with 11 Influence and the Forethought trait which says that I get +2 standing orders at onset, +1 per region controlled over standard, and +3 (instead of +2) orders allowed over influence. So on Turn 1, I can issue 14 orders (of which up to 6 could be standing orders) and as soon as I take control of my first region I could have up to 10 standing orders. Is that correct?
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1) Yes.
2) Yes.
I think we're using the Active Game #502 thread, by the way.