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#503 - The Choosing 2nd Beta
Foreboding only lists six fleets.
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Yep, not 14 total. Must have 7 or more in each of two particular seas. You have a 12 and a 6.
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You need at least 7 fleets in each of two seas, not 7 total fleets in 2+ fleets.
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(Illusionist)  What seems to kick in with me the most is when I allow adequate time to do my turn, instead of waiting two hours before the deadline and scrambling, I might spend four good hours (as in fun hours) working out the problems, sorting the priorities, getting the logistics right, doing the triage on what gets cut, revising the plan when new thoughts come, what we need two turns down the road, etc.  I'd say in 2nd Cycle I would spend likely two hours instead of four.  I'm not saying you have to, but there is a lot more to consider in preparing a turn.  So if I am at Warrior Level Service, I'm paying about $0.50 cents per hour of entertainment, not counting any correspondence with other players.  I'm not coming up with anything else like that, unless you consider TV, oops, my Direct TV bill is $144 monthly. 

The Nomad, who I noticed several turns back, is somehow getting the best of me.  I posted before getting both cities in Arcania seemed great until I then had groups starving even not in Summer, when others scooped up my out of region villages.  Now Summer is here and with the Nomad now in Arcania, its a resource issue.  Spell choices have been interesting.  Maybe the Nomad falls for my Project Group this turn.
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NE
Something of note when looking over our summoning creatures. Seemed odd that if we look at the unit chart a Minotaur would be just slightly more favorable than a ghoul and is generally a lower level to be summoned. Undead are easier to kill as well with destroy undead being a much lower level and stronger spell than summon death for units killed. I think Ry Vor mentioned Minotaurs would possibly require upkeep, I think this makes sense seeing that in other ways they are already better than a summoned creature of a higher level.
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(01-14-2016, 12:31 AM)Ry Vor Wrote: You need at least 7 fleets in each of two seas, not 7 total fleets in 2+ fleets.

Ah, I see.  It may be worthwhile to tweak the phrasing of this requirement to make that a bit more clear.  As it is currently phrased, I think it can be reasonably interpreted either way - which means others may make the same mistake I just did.
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A note when you win a fine/excellent/superior sighting and the reward is a figure (Marshal or P3, as examples).

Rather than gaining nothing if your group is full, I recommend having the figure giving you a healthy cash bonus in thanks for the rescue.

Additionally, if the figure is more powerful than an existing figure in your group (e.g. a group full of Adepts rescuing a P3), I suggest dropping the least powerful figure and adding the rescued figure.
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Why couldnt you just send him to the next non-full group. Its not like you cant tell a runner/scout hey go here and meet up with that group or go to a group stationed at your capital.
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(01-14-2016, 03:33 PM)HeadHoncho Wrote: A note when you win a fine/excellent/superior sighting and the reward is a figure (Marshal or P3, as examples).

Rather than gaining nothing if your group is full, I recommend having the figure giving you a healthy cash bonus in thanks for the rescue.

Additionally, if the figure is more powerful than an existing figure in your group (e.g. a group full of Adepts rescuing a P3), I suggest dropping the least powerful figure and adding the rescued figure.

Funny. Have the code automatically kill your leaders/wizards and see how many players beotch about it Smile

I just copied the same code as was done for pwr-2 Eklar or Verdikar; won't kill your guys but you need room for them. 3rd Cycle also has a new encounter called The Adept Twins, guess what that does...
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(01-14-2016, 03:33 PM)HeadHoncho Wrote: A note when you win a fine/excellent/superior sighting and the reward is a figure (Marshal or P3, as examples).

Rather than gaining nothing if your group is full, I recommend having the figure giving you a healthy cash bonus in thanks for the rescue.

Additionally, if the figure is more powerful than an existing figure in your group (e.g. a group full of Adepts rescuing a P3), I suggest dropping the least powerful figure and adding the rescued figure.

I agree there is a sticky wicket here.  In Fall of Rome, when an encounter was found, the treasure of the encounter (artifact name, or new leader or wizard) was revealed at that time.  Then players could make room in the group to accomodate, and also the player could decide if he wished to enter the encounter based on the prize.  For example, the player might not want to risk his patrol to get Demon Doom if there is no Demon Prince in the game.  But when I surveyed Alamaze players here on the forum on that, they wanted to preserve the surprise of what was inside.

My fall back was as HH said - your lowest ranking leader or wizard was replaced, but giving up a Commander to get a Marshal might not feel great.

Just assigning the new figure to another group could wreck the player's turn:  he might have intended a transfer into that group, may have wanted to activate an inactive group which now is not inactive getting the figure, etc.

At this point, we can either have players pipe-in on whether the artifact in the lair is revealed when found by group or agent or HP, or after the encounter, the figure remains if there is not room in the patrol to accommodate him/them.  This could happen frequently as normally a player gets a strong patrol to engage encounters.
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