#1 Re: LT41 » Giving up my spot » Today 19:18:06

el_perdedor delegated to cgalik.

He was 9 turns idle.

Good luck smile

#2 Re: LT41 » Giving up my spot » 18.02.2018 22:28:18

If someone would like to take mooreinstore's nation, please let me know about it.

#3 Re: LT41 » Giving up my spot » 14.02.2018 13:11:36

This wasn't 100% obvious to me so I asked. If someone else is wondering about it: Mooreinstore has been playing his LT41 nation every turn and has not been idle.

#4 Re: ScenarioGame 2 » The base ruleset for the WW1 scenario? » 09.02.2018 14:47:31

We can test that, yeah. How many players would be good for that one? We can open up signups and see if there are enough people. With LT39, LT40 and LT41 running we would need new players. Then again LT40 might not last that long anyway big_smile Or maybe it does. Hard to say.

if 3x moves are to be used, we could also use the LT41 ruleset as the base. Not too many differences there and it's more easy to make few changes here and there instead of changing the moves from 2x to 3x.

#5 Re: LT41 » The winning conditions and the ruleset for LT41 » 09.02.2018 08:44:07

Yeah, it's the diff of that. So many changes that it would be hard to list them here.

#6 LT41 » LT41 has started » 09.02.2018 08:43:21

wieder
Replies: 0

The first turn is extended 3*23h.

Port is 5041 and host is longturn.org.

Remember to check the in-game chat for talking with the other players.

Have fun!

#7 Re: LT41 » Slight delay, all set to go, will start tomorrow » 08.02.2018 22:21:59

May start without a message on the forum right after the start. Will post one as soon as possible.

You will know if it's the real thing and not the test if the turns are in hours and not in minutes.

#8 LT41 » Slight delay, all set to go, will start tomorrow » 08.02.2018 22:20:37

wieder
Replies: 1

More than one people needed to start the game. Stuff happens smile

#10 Re: LT41 » The winning conditions and the ruleset for LT41 » 08.02.2018 21:41:30

The important changes in comparison to LT39:

LT41: Longboat (unique deep ocean able unit) 9 moves, with map making, cost 20, attack 0, unique
LT41: Fixed an error with Magellan's promotion bonus. Now 10%  …
LT41: landmass 20 (40)
LT41: Atlantic Telegraph needs Espionage (Electricity)
LT41: science speed 100% because of less land tiles
LT41: island map settings similar to LT37
LT41: Swordsmen no longer can attack from the ships
LT41: Added the base LT41 ruleset based on LT39

#12 Re: LT41 » The map for LT41 + a problem with it » 08.02.2018 18:54:05

[unit_early_trireme]
name          = _("Longboat")
class         = "Sea"
tech_req      = "Map Making"
obsolete_by   = "Caravel"
graphic       = "u.trireme"
graphic_alt   = "-"
sound_move    = "m_trireme"
sound_move_alt = "m_generic"
sound_fight   = "f_trireme"
sound_fight_alt = "f_generic"
build_cost    = 20
pop_cost      = 0
attack        = 0
defense       = 1
hitpoints     = 10
firepower     = 1
move_rate     = 9
vision_radius_sq = 18
transport_cap = 2
fuel          = 0
uk_happy      = 1
uk_shield     = 1
uk_food       = 1
uk_gold       = 1
cargo         = "Land", "Small Land", "Merchant"
flags         = "BadCityDefender", "Unique", "Unbribable"
roles         = "Ferryboat"
helptext      = _("\
The Longboat is your first deep ocean capable boat unit. It can act\
as a transport ship and has rudimentary defensive\
capabilities but can't attack other units.\
It's also unique and you can only have one Longboat\
at a time. The Longboat is heavier than the \
trireme and this allows it to travel on deep ocean but \
not on rivers.\
")

#13 Re: LT41 » The map for LT41 + a problem with it » 08.02.2018 17:02:57

How about making the Ruler's Trireme available with map making? That was suggested to me in the in-game chat for the test game.

#14 Re: LT41 » The map for LT41 + a problem with it » 08.02.2018 14:32:21

We could also make the ship to carry just one unit. That way it would be more risky to settle on an island with established cities.

This game has a slow science settings and getting to deep ocean ships may take 50-70 turns. Would be more like single player for some players before magnetism. The problem is that some players will be connected anyway and some will not. This unit was added to even the game.

#15 Re: LT41 » The map for LT41 + a problem with it » 08.02.2018 13:04:54

It's mostly to avoid people going idle because of lack of interaction. The swordsmen can't attack from the ships and this early ship can't travel on rivers. Can bring only 2 units. Not easy to conquer with that setup but possible.

#16 LT41 » The test game for LT41 is up and running » 08.02.2018 13:02:29

wieder
Replies: 0

You will know it's a test game from the timeout. The test games have turns of few minutes. The actual ones have 23h hours or more for the first turn.

host: longturn.org
post: 5041

You can still join the game but late joiners can't join this test game. Only the actual one.

#17 LT41 » LT41 postponed a day » 07.02.2018 22:02:20

wieder
Replies: 1

As usual, IRL and stuff.

We try to start tomorrow. First a short test game. Not much needed with the few changes we have but still some testing needed. Then the actual LT41. Should be a nice one smile

#18 Re: LT41 » The map for LT41 + a problem with it » 07.02.2018 22:00:59

Maybe we should leave the more interesting features for the more experimental games. I was tempted to do all kinds of stuff but this was kind of more to make the deep oceans possible. The very reason for adding this unit. With the unique flag it won't really change things that much. Kind of allows you to move through those annoying two tiles of deep ocean that block your regular triremes from reaching the distant lands smile

#19 Re: LT41 » The map for LT41 + a problem with it » 07.02.2018 21:58:15

It's currently 8 moves with a standard early unit vision. Maybe it should be 9 since it won't the the move bonus from the lighthouse and it can't be built veteran. It might get promoted if someone attacks it but can't be made v.


[unit_early_trireme]
name          = _("Ruler's Trireme")
class         = "Sea"
tech_req      = "None"
obsolete_by   = "Caravel"
graphic       = "u.trireme"
graphic_alt   = "-"
sound_move    = "m_trireme"
sound_move_alt = "m_generic"
sound_fight   = "f_trireme"
sound_fight_alt = "f_generic"
build_cost    = 15
pop_cost      = 0
attack        = 0
defense       = 1
hitpoints     = 10
firepower     = 1
move_rate     = 8
vision_radius_sq = 18
transport_cap = 2
fuel          = 0
uk_happy      = 1
uk_shield     = 1
uk_food       = 1
uk_gold       = 1
cargo         = "Land", "Small Land", "Merchant"
flags         = "BadCityDefender", "Unique", "Unbribable"
roles         = "Ferryboat"
helptext      = _("\
The Ruler's Trireme is your first boat unit. It can act\
as a transport ship and has rudimentary defensive\
capabilities but can't attack other units.\
It's also unique and you can only have one Ruler's Trireme\
at a time. The Ruler's Trireme is heavier than the standard\
trireme and this allows it to travel also on deep ocean but \
not on rivers.\
")

#20 Re: LT41 » The map for LT41 + a problem with it » 07.02.2018 21:33:14

Added a unique ship + lots of ocean. The ship is called "Ruler's Trireme" and it requires no tech. Everyone can have just one of them at a time. It can travel on deep ocean, unlike the later triremes. This will make it possible to have big oceans. Without it lots of players would be locked in by the deep ocean.

Oh.. and it can't attack. Just defend so no real risk of losing settlers loaded into one if you stay on deep ocean. At least not before caravels smile

#21 LT41 » The map for LT41 + a problem with it » 07.02.2018 14:24:08

wieder
Replies: 19

Suggestions:

1) We could use LT37 like settings. There however the islands are quire close to each other. No problem with going that.

2) The alternative would be using more water but with that there is a problem with deep ocean. It's not super interesting to create a game where few players are locked by deep ocean. This is what will happen with more water. Now the ruleset already has this early trireme that's unique (one player can only have one of those at a time). We could allow this ship to travel on deep ocean. That way everyone would be able to get out from the home island. It would also make the far away colonies to feel like early colonies since the players would have only one ship.


Choice number 1 is known to the people but choice number 2 is not. More familiar with 1 but actual oceans with 2.

Unfortunately not possible to let the triremes risk going on deep ocean like with commercial civs.

What do you think?

#22 Re: LT41 » The Atlantic Telegraph Company » 07.02.2018 14:16:15

Something must be decided...

The Atlantic will remain as it was on LT41 except that it will only become available with Espionage. Spies are not that important anyway in islands scenario and this change postpones the embassies and also makes it more interesting to go for spies.

Let's keep this topic open for the next more traditional game. And also for the more experimental ones.

#23 Re: LT41 » The Atlantic Telegraph Company » 04.02.2018 19:15:59

What about if it would cost 300 but the effect would apply to everyone just like with Marco Polo?

#24 LT41 » The Atlantic Telegraph Company » 03.02.2018 23:42:19

wieder
Replies: 8

Should it be removed from the traditional games? Or should it be moved to happen at a later time? Possible candidates are espionage, radio and maybe computers.

For the more experimental games ATC could also become more poisonous to the player building it. It could cost more and give everyone an embassy with everyone. Not just for the player building it. After all the more experimental games are also kind of more beginner friendly games where no one can that easily take all the cities and people can learn how to play without losing half of the empire in 15 minutes.

LT41 will be a traditional game.

#25 Re: LT41 » The winning conditions and the ruleset for LT41 » 01.02.2018 21:42:12

LT41 updated for LT37 like island scenario, removed the ability from swordsmen to attack from the sea and added the early trireme that can be built without any techs, has 9 moves, costs 15, can't attack and is unique: you can have only one of this type at once.

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