Guest AAR writers who are not regular players are free to post AARs at their leisure in the The Library, but must first contact me via PM to gain permission.
Guest AAR writers will be given credit for all AARs they write in the The Library.
Regular guest AAR writers will be given special consideration as backups should a regular player drop or cannot be reached.
GM Responsibilities
I (Quirl al-Mustafa Mubarak) am, of course, the GM.
Every 5-10 turns I will post a turn update on the development of the game.
Every 5-10 turns I will update the campaign map featured in this post.
I reserve the right to enforce the rules of this hotseat.
On any issues of concern that might arise during gameplay, I reserve the right to either cast a vote for its solution or make a judgment call on my own (though, I will certainly be open to any and all advice on such issues).
Rules
Spoiler Alert, click show to read:
Campaign Rules. Below are the rules of this hotseat.
We will be playing on the Long Campaign rules.
Autoresolve will be on (meaning that there will be absolutely no fighting battles in map).
Using spies to open the gates of settlements is prohibited. You can, however, open the gates of forts.
Cheats are not allowed.
Admin-enabled is on to allow me to access the saved games of missing players and to switch factions between player and AI control.
After completing your move, please upload your save game file and send a PM to the next player in line to alert them that it is their turn. Also, please announce in this thread that you have finished your turn.
When saving your game, please save it as "LotE-turn number-next faction up." So, for example, the first save will be sent to the Roman player, and read "LotE-1-Rome."
Players are requested to compete in good faith and with positive sportsmanship at all times.
“Grudge play,” or players who compete with obvious and/or malicious grudges against other players, will not be tolerated.
It is requested that while in the Lords of the East Council Chambers you stay IC (in character) and post all OOC (out of character) comments in “spoiler tabs,” marked above as “OOC:” Role playing will not be heavily enforced in this game, but please respect other players who wish to role play as well as compete.
Destroying buildings inside a settlement under siege is prohibited.
Assassins may not assassinate generals.
When sieging settlements, there are certain restrictions on siege equipment:
Balistas may only siege forts.
Catapults may siege everything without ballista towers.
Trebuchets may siege everything.
No exploits. The following exploits are banned.
Re-loading of save game to play the turn again in a different way, or to create a different outcome.
Surround and destroy exploit (relating to agents, also to armies or ships engaged in battle. An escape route of at least one tile must be left.)
Deliberately setting up tribute deals which will result in a faction going more than 20k in debt.
Deliberately exchanging territories for the sole purpose of gaining a free garrison.
Deliberate manipulation of the diplomacy system in order to break a siege, or achieve any other unrealistic in-game outcome.
Merchant fort/army exploit
Attacking ships which are docked in port is prohibited.
Deliberately sallying out to rob the attacking player of the "occupation options" screen (sallying out with a 1:4 chance of victory or less is forbidden).
All other possible exploits and/or rules may be subject to a vote by the other players.
Requirements
Spoiler Alert, click show to read:
We will be playing with Broken Crescent 2.0 with the 2.02 patch. This version of the mod is compatible with Kingdoms and installs in a separate folder, allowing vanilla to still be played. Be aware that you should also have the 1.3 patch for your M2TW game.
Each turn should be completed within 48 hours upon private retrieval and/or public posting of your move’s save game file.
Extensions can be granted in extenuating situations at the discretion of the GM.
After 48 hours with no contact from a player the GM will skip the player's turn. To avoid this, please arrange a sub should you expect to miss your deadline. Passwords can be reset afterward if you wish to keep your faction information private.
If by the third turn a player cannot be reached over private PM or any other means, that player runs the risk of being permanently replaced by another player.
The Kypchaks unite under the banner of the Black Khan, becoming the Qara-Suu Khağanate; they also declare themselves as mercenaries for hire to all factions.
In a surprising move, the Kingdom of Jerusalem and the Ayyubid Sultanate announce an alliance. They also trade Jerusalem to the Ayyubids and Damascus to the KOJ. The KOJ becomes known simply as The Crusader States.
An alliance is brokered between the Roman Empire and the Kingdom of Armenia.
The Roman Empire promises tribute to the Qara-Suu Khağanate in the form of 500 gold every season. The Khağanate happily accept.
Tensions swell between the Crusader States and the Armenians over disputed claims on Antioch[1][2]. The Crusader States eventually capture the city.
The Seljuks announce they will not be attending the Caliph’s courtroom in Baghdad, prompting ridicule from some of his neighbors.
The Seljuks invade Georgia. Word of the invasion travels by caravan to the courtroom and some nations express their concern over the news.
An alliance is brokered between the Turkish Sultanate and the Ayyubids.
The Ayyubids and the Abbasids declare they are allies.
The Seljuks destroy Georgia, ending the last of their line—the king—in Tbilisi.
The Seljuks invade Baghdad. They send a messenger to the court, demanding the Caliph’s execution along with either vassalship or continued war.
The Imamate of Oman and the Ayyubidsrebuke[1][2] the Seljuks for their aggressive antics in Baghdad, but both express that they are unable to answer the Fatwa at this time.
The Khwarezm Shah declares war on the Ghorid Sultanate.
The Khwarezm's diplomat throws himself into the heat of the battle at Baghdad, fighting valiantly against the Seljuk invaders and achieving an overtly dramatic exit.
The Seljuks enter Baghdad, nonetheless, and have the Caliph violently killed by dragging him through the streets.
The Ayyubids again condemn the actions of the Seljuks and leave the court. Most, however, express their indifference to the Seljuk's conquering of Baghdad [1][2].
The Qara-Suu reveal a plot against the Seljuks by the deceased Caliph; but express they are unbiased and indifferent to either party.
A dispute between the Seljuks and the Crusader States also seems to be resolved.
Turn 10
Spoiler Alert, click show to read:
A new order comes to the Imamate of Oman and the nation is renamed into the Admiralty of Oman.
A new delegate comes representing the Ghazni Sultanate.
The Seljuk diplomat mocks the new arrival and announces there will be a new Caliphate—with the Seljuks at its head.
Soon after, the Khwarezm Shah invades Ghazni.
Having found out about the near destruction of Ghazni at the hands of Khwarezm, the new diplomat changes allegiances and begins to speak for the Ghorid Sultanate.
Tension swells between the Qara-Suu and the Seljuks, after the Seljuks invade lands which they promised to the Khaganate.
The Seljuks offer the Qara-Suu assurances and tensions are eased, though not before the Kypchak representative points out an increased amount of Seljuk spies in the Steppes.
The Ghorid Sultanate and Khwarezm Shah offer peace to one another, with the promise that the Ghorids will migrate their capital from Kabul in Afghanistan to Samurqand in India.
Soon after, the Ghorid ambassador disappears.
The Crusaders' ambassador cracks a joke, but his Seljuk host does not seem to have a sense of humor and old tensions arise again over Mosul.
The Omanis release a series of tomes documenting their exploits and the rise of the Admiralty. They offer these scrolls as gifts to the court's library.
Something strange begins to occur within the new Seljuk Caliphate. Rumors spread and, in impatience for the absent Seljuk ambassador, the Qara-Suu's diplomat makes a very harsh threatto the new Caliphate.
Soon after, a new Seljuk ambassador finally arrives in the courtroom. It is revealed that the Seljuks were overthrown by Abbasid loyalists and the Caliphate has been restored. The new ambassador then makes amends with the Qara-Suu dignitary.
An Egyptian representative finally returns after hearing of the overthrow of the Seljuks and the restoration of the Caliphate.
The Crusaders' dignitary concludes by announcing the destruction of the Kingdom of Armenia.
Turn 15
Spoiler Alert, click show to read:
The Khwarezm again invade Ghorid territory, after the Ghorids cease diplomat communication with the courtroom.
The Ayyubid diplomat expresses his concernover Roman aggression against their allies, the Turks.
Shortly thereafter, the Turkish Sultanate is completely destroyed by the Roman Empire.
Land disputes occur between the Khwarezm and the Admirality of Oman.
A new Roman ambassador enters the court, announcing that his Emperor, Manuel, is ill and has left his empire in the care of his general, Koulianos Kalananos.
The Qara-Suu woman greets this new arrival. Shortly afterward, she announces a state of war between the Qara-Suu and the new Seljuk Caliphate, citing a contract with an undisclosed employer.
Word from the far east indicate that the Malikate of Sindh is rising and have come under new leadership.
The Crusader States' diplomat, Orloomo Bloom, has been absent from the courtroom for several days, along with the entire Latin delegation.
Turn 20
Spoiler Alert, click show to read:
The Solanki Rajputs announce that they have captured Delhi, uniting eastern India under their rule. They also express disappointment in the Qara-Suu's refusal to exchange map information.
The Qara-Suu's ambassador announces that she is pleased to hear of the Rajput successes, but that she feels no need to exchange map information. More words are exchanged between the two. [1][2]
The Qara-Suu woman updates the court on her nation's war with the Seljuk Caliphate, announcing that Tbilisi, Yerevan, Dvin, Shamakha, Ganja, Ardabil, and Tabriz are under siege. During the Qara-Suu's conquest of Seljuk territories, many bloody battles ensue. [1][2][3]
A letter arrives from the Maharaja, announcing that the nation wishes to open up peaceful relations and trade with the Khwarezm Shahdom and the Malikate of Sindh.
Orloomo Bland returns to the courtroom, accompanied by a host of Crusaders and King Baldwin himself. Baghdad is taken by the Crusader States and the Seljuk Caliph flees. Later on, it is revealed that Orloomo Bland had been a Crusader spy the entire time.
Yet, as the Crusader States continue to successfully wage war against the Muslim Caliphate, a more personal friendship is threatened. [1][2][3]
The Qara-Suu woman welcomes Orloomo back to the court, hoping aloud that he can defend the great city better than its predecessors could.
The Maharajah announce that their growing nation is to be renamed The Rajput Empire in testament to its growing success and power.
The Qara-Suu woman offers aid to the Roman empire in sieging nearby rebel settlements. She also presents the courtroom with another business proposition.
A diplomat arrives from the Malikate of Sindh, announcing that his nation has abandoned Islam and has converted to Buddhism. He also states his peaceful intentions to the courtroom before taking his seat. Soon afterward, the man leaves for pilgrimage.
The sudden departure of the Sindh diplomat prompts some in the Omani delegation to drink, citing how much they already miss the man they barely had gotten to know.
Turn 25
Spoiler Alert, click show to read:
The Khwarezm diplomatenters the chamber, offering an alliance to the Qara-Suu, promises of peace to the Rajput Empire, and warm greetings to the new Malikate of Sindh.
Orloomo Bland and the Qara-Suu woman extend their greetings to the Khwarezm diplomat; the Qara-Suu woman also accepts the prospect of alliance.
Meanwhile, the new King of Baghdad, Baldwin IV of Jerusalem, abandons himself to Muslim literature in the great library of Baghdad. It is said he spends most of his days here.
In her private chambers, Kamelya Kadri reveals the origins of the Qara-Khan, Nasreddîn Tasköprülüzâde, to her servant boy.
Back in Europe, Pope Urban III and Henry the Lionconspire to each rule Jerusalem and Germany, respectively.
New "diplomatic assistants" for the Admiralty of Oman enter the court--Zurm and Em. After introducing themselves and arguing with each other, they take their place among the dead Caliph's court.
A new Sindhi diplomatarrives--a mercenary of apparently noble birth. After introducing himself, he also takes his seat amongst the court.
Shortly thereafter, the Omani delegation announces that they have declared war on the Malikate of Sindh.
The Omani delegation also announces that they have entered into an alliance with the Rajputs, calling their union The Grand Oceanic and Indian Alliances (GOIA).
The Khwarezm diplomat calls into question the reasoning behind this war and the alliance, accusing the GOIA of being a power hungry faction.
The Sindhi diplomat sides with the Khwarezm, citing a secret letter the Rajputs had sent them concerning a proposed alliance in response to Khwarezmian expansion.
Meanwhile, as the Crusaders continue their grand war in Iran, Frederick Barbarossa's life is saved by a familiar face.
The Omani delegate Malekaddresses the concerns of the Khwarezm diplomat, stating he has no ill will against him or his nation and was unaware of the proposed alliance between the Rajputs and the Sindh. He then turns to the Sindhi delegate and delivers a not-so-subtle threat.
The Khwarezmian diplomat delivers his reply to the Omanis, as well as announces that the alliance with the Qara-Suu has been completed.
But it seems the Roman delegation is uninterested and has fallen asleep (only to be reawakened by a strike from the Khwarezm diplomat's sling shot).
The Sindhi diplomat exits the courtroom--slave girl on his shoulders and pants half-fallen at his knees.
Malek, the Omani representative, bursts into the courtroom and reveals a secret letter delivered to him by the Khwarezm. The letter proposes a secret alliance between the Kharezm and the Omanis. However, it seems the Omanis have decided to remain loyal to the GOIA and the Rajputs.
The Khwarezm diplomat scolds the Omanis for revealing the secret letter, stating it was merely a way to avoid the coming war between his state and the Rajputs.
It seems war between the Khwarezm and the Rajputs is inevitable, however, and the Khwarezm declare war on both the Admiralty of Oman and the Rajputs. The Omani fortress of Kerman is taken in the process.
Turn 30
Spoiler Alert, click show to read:
In a masjid somewhere in Baghdad, Orloomo Bland and King Baldwinmeet. A conspiracy is the works and will soon be revealed to the world.
On the same day, Raynald de Chatillon of The Crusader States marches with secret orders to Gaza with a large host of Crusaders. It seems an invasion of Egypt is imminent.
Amr of the Omani Admiralty arrives with a parade of royal elephants. He announces the total destruction of the Malikate of Sindh and introduces the exotic beasts of the orient to the council.
Orloomo Bland stands and announces that The Crusader States have invaded Egypt, retaking Jerusalem and slaying the Ayyubid Sultan, Al-Aziz.
The Omani Admiralty expresses distress at the news of this invasion, and chastises the Khwarezm Shah for warring with them instead of fighting to defend in the faith against the Europeans.
The Omani delegates continue to drink and mock the Khwarezm Shah.
A message arrives to Kamelya Kadri of the Ghul. It seems the Omanis have hired the Qara-Suu.
Shortly after Kamelya makes her announcement, news spreads across the east that the Qara-Suu are hiring for a great invasion. In the deserts near Baghdad, two mercenariesponder whether or not they should join their forces with the rising ghul... or if the rise of the ghul is in fact a heralding to something more subtle and sinister in the east.
The Omanis continue to mock the silence of the Khwarezm diplomat, who has yet to respond. [1][2]
The Khwarezm diplomat finally stands and delivers his reply, citing the Khwarezm victories on the battlefield over the Omani lewdness in the court.
Meanwhile, Kamelya has been absent from the court for several days. News has spread of an invasion of The Crusader State's territories in Iran, Hamadan and Kermanshah being under siege. It seems the contract by the Omanis was a fake and the Qara-Suu's real targets were, in fact, the Latins. Their employers are still yet unknown.
Orloomo expresses disinterest in the invasion and pities the Ghul, who he says may have been better business partners in the future had they not invaded.
The Omani delegation continues chit-chatting about their war with the Shah.
Orloomo Bland stands again and announces the fall of Alexandria, Bilbeis, and Aqaba, as well as the immanent fall of Qahira. He then warns the Qara-Suu to cease their invasion before the Ayyubids have no more money to pay them.
But outside, war drums sound. Baghdad is under siege again. The Ghul have opted to stay loyal to their contract with Egypt (who it has become known are the employers of the Qara-Suu).
Soon after the war drums sound, the Egyptian diplomat stands and declares that the Ayyubids will never surrender to The Crusader States. Also, it seems the Egyptians have scored a great victory against the Latins.
Orloomo Bland and King Baldwinstep out to look over the walls of Baghdad, seeing the host of ghul and mercenaries below. Orloomo Bland whispers a cryptic curse under his breath.
And in the Levant,Prince Guy and Freddytalk of the invasion of Baghdad.
As more noises spill in from the invasion outside, the Khwarezmian diplomat enters and announces a peace between his nation and the GOIA. Terms of the peace are announced and the Persian man seems saddened at the news.
Captain Amr of the Omani Admiralty also seems disheartened, but he expresses joy at the news of peace nonetheless.
The Roman Empireoffers to act as a medium between The Crusader States and the Qara-Suu. But their offer seems to fall on deaf ears.
In the midst of all this turmoil in the east, in India there is celebration. A new Maharaja is declared and the old one passes on into his next incarnation.
In Baghdad, the Ghul break through the gates. The Qara-Suu take the city, but not before King Baldwin of Jerusalem makes his final stand in the dead Caliph's palace.
As the Qara-Suu enter the city, a masked man in eccentric dress enters the courtroom. He offers to move the court to Qara-Qale, the new Ghul capital in former Tbilisi.
The Omani delegation accept the offer of the Qara-Suu man. The other diplomats have yet to reply.
And in the mountains of Iran, Kamelya speaks with the captured Frederick Barbarossa--revealing her grand design for the Qara-Suu and eventually killing him for speaking against her.
10-13-2009, 01:23
Quirl
Re: Broken Crescent 2.02 Hotseat - Lords of the East
So, first things first...
Who would like to host the council room this year? :beam:
10-13-2009, 01:29
Cultured Drizzt fan
Re: Broken Crescent 2.02 Hotseat - Lords of the East
very nice, looks awesome. :yes:
10-13-2009, 07:26
Quirl
Re: Broken Crescent 2.02 Hotseat - Lords of the East
Quote:
Originally Posted by Cultured Drizzt fan
very nice, looks awesome. :yes:
Thanks, Cultured! If this doesn't attract new members, I don't know what will! :sweatdrop:
10-13-2009, 15:43
MerlinusCDXX
Re: Broken Crescent 2.02 Hotseat - Lords of the East
Is there much to be done by the council host? If it doesn't take any special know-how(besides some RPing), I could do it in Baghdad.
10-13-2009, 19:19
Quirl
Re: Broken Crescent 2.02 Hotseat - Lords of the East
Quote:
Originally Posted by MerlinusCDXX
Is there much to be done by the council host? If it doesn't take any special know-how(besides some RPing), I could do it in Baghdad.
Thanks, Merlinus! Outside of RP, it would be nothing special. And I'm sure everyone would love to have the council chamber in the halls of the great Caliph. :beam:
I'll get to work writing the backstory for the Council Chambers, right away, then!
10-13-2009, 23:12
TriforceV
Re: Broken Crescent 2.02 Hotseat - Lords of the East
Looks like fun,
Sign me for the Ghanzi
10-13-2009, 23:15
TriforceV
Re: Broken Crescent 2.02 Hotseat - Lords of the East
Quote:
Originally Posted by TriforceV
Looks like fun,
Sign me for the Ghanzi
Ohh yeah, I'm a regular at Totalwar.net (TriforceV) same name, and some people can vouge for me who are also players of .NET
like barcamartin,
Civic,
Kaizer Merlox
10-13-2009, 23:47
Quirl
Re: Broken Crescent 2.02 Hotseat - Lords of the East
Hey TriforceV. Welcome to the Org!
With the Triforce at your command, you are certainly more than worthy to wield the awesome power of the Ghaznavids. :beam: I'll put you down immediately...
10-14-2009, 01:52
TriforceV
Re: Broken Crescent 2.02 Hotseat - Lords of the East
Just a clarification, for this rule
Quote:
# Using spies to open the gates of settlements is prohibited—though all other agent activities are allowed.
Can spies still be used to open the gates of FORTS?, or does settlement include this aswell?
10-14-2009, 02:06
Quirl
Re: Broken Crescent 2.02 Hotseat - Lords of the East
Quote:
Originally Posted by TriforceV
Just a clarification, for this rule...
... Can spies still be used to open the gates of FORTS?, or does settlement include this aswell?
That's a very good point. A vote was initially cast in the former thread to play with "No Spies and Auto Resolve on." In retrospect, however, that is kind of vague...
... in my opinion, the GM role does not make me the "king" of the hotseat. I'm only here to enforce the rules as the players see fit. So...
If anyone has any suggestions or questions regarding the rules of this hotseat, please feel free to bring them up with me either through PM or in this thread. I'll then bring up the issue in this thread, and you can either PM me your vote or post it publicly here :beam:
10-14-2009, 02:10
Cultured Drizzt fan
Re: Broken Crescent 2.02 Hotseat - Lords of the East
meh I say it is a bit nit picky. Seems a silly distinction between forts and settlements. :laugh4: :yes:
10-14-2009, 02:11
phonicsmonkey
Re: Broken Crescent 2.02 Hotseat - Lords of the East
I don't see any sense in banning spies for settlements but not forts. We should ban them from being able to open the gates of both forts and settlements.
Also, we should explicitly ban the merchant fort exploit, and the merchant army exploit too - basically it should not be allowed to have more than one merchant trading the same good at the same time.
10-14-2009, 02:17
Quirl
Re: Broken Crescent 2.02 Hotseat - Lords of the East
I forgot to mention the merchant fort/army exploit in the rules section. That one is a must (no voting there :clown:)!
Well, the rule still stands. This is a democratic hotseat, after all, so any ideas or questions should be voted on before the game starts.
Here's one that we experienced in the Commanders of the Faithful hotseat, PM: Should people be allowed to attack navies in port? I remember that was brought into question last game and should probably be decided on now, before we start. :worried2:
P.S.
I won't be voting in these. That wouldn't be fair.
10-14-2009, 03:45
TriforceV
Re: Broken Crescent 2.02 Hotseat - Lords of the East
Well the reason I mentioned this is because, there is a big difference between a fort and a settlement.
I understand why spies should be prohibited from taking settlements, no question there. Spies opening up gates and avoiding the seiging process will morph the game into a blitzkrieg, depending on how many spies one person has.
Having said that, Forts, on the other hand.. I'm not so sure we should be quick to rule spies out in capturing these forts.
Forts can be build anywhere, especially strategic locations, chasms, bridges, rivers. and instead of a bliztkreig, we end up with a drudging-sluggish war of breaking through forts to reach your desired goal:wall:
Those who build the most forts, at the best locations, will have the advantage over others.
However, if spies are allowed to open the gates of forts, which they won't always be successful and can be defended with other spies, it would allow spies to be useful, but not overpowered since prohibition will still be in effect in regards to settlements. So while you will still need to besiege cities, and settlements (which are very important) forts that are easily built and put in many diffrent locations, won't guarantee 100% protection,
It's just a thought, Thats why I feel that spies would be the great equalizer
10-14-2009, 03:58
phonicsmonkey
Re: Broken Crescent 2.02 Hotseat - Lords of the East
Quote:
Originally Posted by TriforceV
Well the reason I mentioned this is because, there is a big difference between a fort and a settlement.
I understand why spies should be prohibited from taking settlements, no question there. Spies opening up gates and avoiding the seiging process will morph the game into a blitzkrieg, depending on how many spies one person has.
Having said that, Forts, on the other hand.. I'm not so sure we should be quick to rule spies out in capturing these forts.
Forts can be build anywhere, especially strategic locations, chasms, bridges, rivers. and instead of a bliztkreig, we end up with a drudging-sluggish war of breaking through forts to reach your desired goal:wall:
Those who build the most forts, at the best locations, will have the advantage over others.
However, if spies are allowed to open the gates of forts, which they won't always be successful and can be defended with other spies, it would allow spies to be useful, but not overpowered since prohibition will still be in effect in regards to settlements. So while you will still need to besiege cities, and settlements (which are very important) forts that are easily built and put in many diffrent locations, won't guarantee 100% protection,
It's just a thought, Thats why I feel that spies would be the great equalizer
Good points, and well made - it seems a good compromise so long as we are not allowed to fight battles.
I would be happy with this.
Quirl, I know you want this to be democratic but I think you should just make a ruling on this so we can move on and start the game without further delay.
Can I suggest you PM everyone here and at twcenter to check they are all still in the game? It's been a while since most people signed up...
10-14-2009, 04:15
Quirl
Re: Broken Crescent 2.02 Hotseat - Lords of the East
Well... would you mind giving it until the end of this week?
I'm really hesitant to start the game without a Turk player. Everyone else has immediate neighbors except the Romans (well, I guess the Solankis don't, but they don't start off nearly as well as Rome). And if we start the game now, since they're second up in the turn order, no one would want to be the Turks after we skip that crucial first move!
I've sent out a few more PM's, made this thread more attractive, set up a post in the Hotseat General Recruitment Thread, and even made a thread over at TWC! If none of those things gives us a Turk player by the end of this week, I'll definitely start the game.
In the meantime, though, good idea about PMing everyone to be sure they're all still in. I'll definitely do that. But since we have time, I'd like to see everyone's opinions on some of these rules before we start... if that's cool with everyone?
10-14-2009, 05:43
MerlinusCDXX
Re: Broken Crescent 2.02 Hotseat - Lords of the East
I'm ok with spies being able to infiltrate forts. I was wondering if the no spies/ auto-resolve only rule applies to actions against rebels/ AI controlled factions. I'd like to be able to play out battles against the AI controlled stuff, since I did mainly get this mod for the nice units, (and it helps a lot in the beginning when going up against rebels that usually outnumber and outclass you so you can at least get an economy running/ your AoR areas controlled).
10-14-2009, 05:52
Quirl
Re: Broken Crescent 2.02 Hotseat - Lords of the East
Quote:
Originally Posted by MerlinusCDXX
I'm ok with spies being able to infiltrate forts. I was wondering if the no spies/ auto-resolve only rule applies to actions against rebels/ AI controlled factions. I'd like to be able to play out battles against the AI controlled stuff, since I did mainly get this mod for the nice units, (and it helps a lot in the beginning when going up against rebels that usually outnumber and outclass you so you can at least get an economy running/ your AoR areas controlled).
I agree. Autoresolve has its appeal, but not being able to fight at all with BC's snazzy units on map is rather sad. :sad:
I'll bring that up for the others to consider as well...
10-14-2009, 05:57
phonicsmonkey
Re: Broken Crescent 2.02 Hotseat - Lords of the East
Quote:
Originally Posted by Quirl al-Mustafa Mubarak
Well... would you mind giving it until the end of this week?
Fine with that.
Quote:
Originally Posted by MerlinusCDXX
I'd like to be able to play out battles against the AI controlled stuff.
Fine with that too.
10-14-2009, 09:05
TriforceV
Re: Broken Crescent 2.02 Hotseat - Lords of the East
Quote:
Originally Posted by Quirl al-Mustafa Mubarak
I agree. Autoresolve has its appeal, but not being able to fight at all with BC's snazzy units on map is rather sad. :sad:
I'll bring that up for the others to consider as well...
Hey don't get me wrong, I love the BC's units in action and playing battlemode.
But the implications of a split auto-resolve would make things difficult.
First, there has to be a way, to turn Auto-resolve on for Human players and off for AI, I'm not even sure if this is even possible,
The only alternative is to trust people not to press the Battle mode button when attacking a human player -- and there is no real way of proving it, unless a screen shot is done for every battle.
Secondly, What about the AI?, are we talking just Rebel territories or AI Kingdoms, or both. And if your the few lucky enough to be next to an AI kingdom at the start of the game, incorporating them will give you a definite advantage. Finally if its only AI settlements, how do we prove people arn't attacking the AI Kingdoms?
Third, As much as I love battlemode, it's gotten to the point where i've seen in a previous BC hotseat, where 1 general (Shah) took on a whole army of 1000+ troops and won:wall:, granted it involved some cunning abuse of the AI's stupidity, but it just proves how broken the AI really is.
Autoresolve, might take a big chunk of the fun of BC,:cry: I'll admit, but there is a reason why we choose to have autoresolve on in the first place,
whether its human or AI, you would only be abusing the Stupid AI battlemode mechanics nonetheless. And I'm sick of watching everyone get heroic victories!!
10-14-2009, 15:42
Quirl
Re: Broken Crescent 2.02 Hotseat - Lords of the East
Well, when I said "I agree(d)", I mostly just meant that it's sad not being able to use BC's cool units in autoresolve only maps. :thumbsdown:
However, there are ways to police other faction's use of the autoresolve against other players. Turning off FOW is one way. Allowing me to test battles in your save files is another. It would be more difficult, but it is possible.
However, you are right in that Merlinus should be aware that people really take advantage of the A.I. and it is literally possible to beat 1,000 soldiers with 1 general (and that's actually very common in hotseats). But if everyone is willing to make that sacrifice, I'll do whatever you guys think...
10-14-2009, 21:56
MerlinusCDXX
Re: Broken Crescent 2.02 Hotseat - Lords of the East
I know it can be done, especially with really tough bodyguards like Rajput elephants, but I think we could let up on it against AI Rebels only. I didn't think about the advantage you get with AI factions not being next to everyone, which TriforceV brought up. It's not really any different than merc-raping the large rebel armies on autoresolve, except it's a bit cheaper.
The thing about auto-resolve, especially in BC, is that it completely discounts player skill, since 1 of the team members, in answering someone's question about the subject, had mentioned that auto-resolve wasn't taken into account during unit balancing. In fact, I believe it went something like, "Auto-resolve, why would you want to use that?". I really think some of the factions are going to get shafted in auto-resolve battles due to extremely light early troops. But with that said, I do realize why it's necessary in hotseats against other human players, since the AI can't handle a large, well balanced army without slicing off its own toes.
10-14-2009, 21:59
Cultured Drizzt fan
Re: Broken Crescent 2.02 Hotseat - Lords of the East
Personally I have to say it is probably best to stay full auto resolve.....
If we don't then those among us who are able to blitz with a single unit of Heavy cavalry will be at a huge advantage...... :sweatdrop:
10-14-2009, 22:20
MerlinusCDXX
Re: Broken Crescent 2.02 Hotseat - Lords of the East
Quote:
Originally Posted by Cultured Drizzt fan
Personally I have to say it is probably best to stay full auto resolve.....
If we don't then those among us who are able to blitz with a single unit of Heavy cavalry will be at a huge advantage...... :sweatdrop:
I disagree slightly, since it really isn't that big of an advantage, it just makes the beginning expansion go smoother. I mean, honestly, who can't win battles where they are outnumbered? I think BC takes some steps to minimize the ridiculousness of single starting general blitzes by
(1) No LoyaltyStarter trait is given to beginning FMs, so your 1 or 2 loyalty starting general is likely to rebel within 1 or 2 turns of leaving your territory
(2) captains rebel almost the moment they enter foreign territory, so that cuts out the "siege with 1 askari noble" silliness
(3) Many units from starting armies and garrisons can't be recruited or retrained by the player, so they are the perfect "throwaway fodder" to use for the opening push
I think the mod was designed to make the 1st expansion into rebel lands be a challenging series of battles where you are always outnumbered and outclassed by the enemy.
But I'll go along with whatever we decide.
10-14-2009, 23:07
Quirl
Re: Broken Crescent 2.02 Hotseat - Lords of the East
Well, it's really not as simple as using one general to sweep every settlement. You would still have to siege the settlement, which requires an adequate amount of troops to do so (otherwise, the A.I. would just sally out after you ended your turn, autoresolve, and repel the attack).
The real problem would be people using one army to conquer scours of settlements. But... some people don't mind that. Whatever is your guys' preference.
10-14-2009, 23:15
The Lemongate
Re: Broken Crescent 2.02 Hotseat - Lords of the East
I' afraid I won't have the time for this hotseat. I can barely keep up with Wrath of the Khan as it is now.
10-14-2009, 23:18
Quirl
Re: Broken Crescent 2.02 Hotseat - Lords of the East
Quote:
Originally Posted by The Lemongate
I' afraid I won't have the time for this hotseat. I can barely keep up with Wrath of the Khan as it is now.
It's cool, Lemon. I kinda expected as much when you mentioned how busy you were back in the Khan thread. :beam:
Sorry you won't be able to play here, though, man. :shame: <-- epic sadness face
10-14-2009, 23:19
phonicsmonkey
Re: Broken Crescent 2.02 Hotseat - Lords of the East
Quote:
Originally Posted by Quirl al-Mustafa Mubarak
The real problem would be people using one army to conquer scours of settlements. But... some people don't mind that. Whatever is your guys' preference.
The other thing is, you can take a whole army to a battle and just leave them all sitting at the back while you carve up the enemy with your general - which gives you an advantage over someone who can't do that and needs to raise more troops to replenish losses.
Again, I'm fine with it but we shouldn't pretend there isn't an advantage to be had by those who are experts at exploiting the battle AI.
I concede that auto-resolve has its own quirks - there's no perfectly fair way to play this game, after all we start with different levels of settlements and armies anyway.
10-15-2009, 06:19
Quirl
Re: Broken Crescent 2.02 Hotseat - Lords of the East
Quote:
Originally Posted by phonicsmonkey
The other thing is, you can take a whole army to a battle and just leave them all sitting at the back while you carve up the enemy with your general - which gives you an advantage over someone who can't do that and needs to raise more troops to replenish losses.
Again, I'm fine with it but we shouldn't pretend there isn't an advantage to be had by those who are experts at exploiting the battle AI.
I concede that auto-resolve has its own quirks - there's no perfectly fair way to play this game, after all we start with different levels of settlements and armies anyway.
Yep, so pretty much pick your poison! :beam: At the very least, if we decide all autoresolve, one can always challenge another player to a duel and bet denarii on it or something. :thumbsup:
Ok, so my plan is to start the game by Friday if that is ok with everyone? That will give Ramses the weekend to do his turn. Nonetheless, if you guys know anyone who might want to join us, please try to invite them! In my opinion, we especially need a Turk player, along with either a Georgian or Seljuk player. If we had those, this game would be a lot more evenly spread out.
10-15-2009, 17:27
barcamartin
Re: Broken Crescent 2.02 Hotseat - Lords of the East
- All auto-resolve, no exceptions.
- Spies can open the gates of forts, but not settlements.
- Attacking ships in ports is forbidden.
Easy as that! :D
10-15-2009, 18:28
Quirl
Re: Broken Crescent 2.02 Hotseat - Lords of the East
Quote:
Originally Posted by barcamartin
- All auto-resolve, no exceptions.
- Spies can open the gates of forts, but not settlements.
- Attacking ships in ports is forbidden.
Easy as that! :D
lol. You're right. That was easy. :laugh4:
10-15-2009, 21:17
TriforceV
Re: Broken Crescent 2.02 Hotseat - Lords of the East
Quote:
Originally Posted by barcamartin
- All auto-resolve, no exceptions.
- Spies can open the gates of forts, but not settlements.
- Attacking ships in ports is forbidden.
Easy as that! :D
I agree with everything barca said :smash:
10-17-2009, 05:35
Quirl
Re: Broken Crescent 2.02 Hotseat - Lords of the East
:tnt:We have begun!:tnt:
:drummer:
:thrasher::singer: :guitarist:
I'll be sending Ramses the first save game file soon and then we will have officially started.
In the meantime, I've updated the first post in this thread, and everyone feel free to go crazy in the council chambers.
Good luck everyone!
10-18-2009, 00:05
Ramses II CP
Re: Broken Crescent 2.02 Hotseat - Lords of the East
Everything looked smooth to me. I'll try to assemble an IC post later tonight.
:egypt:
10-18-2009, 00:07
Quirl
Re: Broken Crescent 2.02 Hotseat - Lords of the East
Thanks Ramses!
Then I guess that means we're officially underway. :2thumbsup:
10-18-2009, 00:19
Cultured Drizzt fan
Re: Broken Crescent 2.02 Hotseat - Lords of the East
:furious3::furious3::furious3: Here we go again.
Guys I am not sure what could be wrong with my install. It simply refuses to load the save. :shame: it will just go back to the main menu after a second of loading. :wall: Exact same problem I had before.
I have tried reinstalling it, no luck. I am in 2.02, so I am not sure what could be wrong.
Any ideas on what could be wrong?
10-18-2009, 00:25
Quirl
Re: Broken Crescent 2.02 Hotseat - Lords of the East
Quote:
Originally Posted by Cultured Drizzt fan
:furious3::furious3::furious3: Here we go again.
Guys I am not sure what could be wrong with my install. It simply refuses to load the save. :shame: it will just go back to the main menu after a second of loading. :wall: Exact same problem I had before
lol. No problem, Cultured. Let's work through this...
Firstly, what did you do to solve this problem "before?"
Secondly, try removing your "map.rwm" file from the data/world/maps/base folder.
10-18-2009, 00:27
Cultured Drizzt fan
Re: Broken Crescent 2.02 Hotseat - Lords of the East
I didn't solve it before. It only seems to affect Hotseats I try to do with Broken crescent. :sweatdrop:
everything else works fine.
10-18-2009, 00:29
Quirl
Re: Broken Crescent 2.02 Hotseat - Lords of the East
Well, did you remove the "map.rwm" file? If there is no CTD, but a failure to load the campaign map, this file is usually the culprit.
Remove this file and try to load the map again. See if that works.
It will take a little bit to load the map (if it loads it), because it will be generating a new "map.rwm" file. Just give it time and see. :)
10-18-2009, 00:31
Cultured Drizzt fan
Re: Broken Crescent 2.02 Hotseat - Lords of the East
Still nothing. :sweatdrop:
10-18-2009, 00:37
Quirl
Re: Broken Crescent 2.02 Hotseat - Lords of the East
Have you enabled hotseats in your "BC.cfg" file? Do you know how to do that?
10-18-2009, 00:39
Cultured Drizzt fan
Re: Broken Crescent 2.02 Hotseat - Lords of the East
Well Don't I feel stupid.....:sweatdrop::sweatdrop::sweatdrop:
Want to tell me where the file is at?
10-18-2009, 00:44
Quirl
Re: Broken Crescent 2.02 Hotseat - Lords of the East
lol. Nah, man. You're not stupid. I'll run you through it. :beam:
Right click the "bc.cfg" file in your M2TW install directory.
Click "Properties."
Uncheck "read-only"
Click "Ok."
Right click the file again and choose "Open With..." and open the file with "notepad."
Right click the file one last time and choose "properties" again.
Re-check the "read-only" option.
Click "Ok" and try again! :yes:
If you have Vista, let me know. Things run a bit differently with Vista. :2thumbsup:
It also wouldn't hurt to delete the "map.rwm" file again, too...
10-18-2009, 01:02
Cultured Drizzt fan
Re: Broken Crescent 2.02 Hotseat - Lords of the East
I have vista. :yes:
10-18-2009, 01:06
TriforceV
Re: Broken Crescent 2.02 Hotseat - Lords of the East
Quote:
Originally Posted by Cultured Drizzt fan
:furious3::furious3::furious3: Here we go again.
Guys I am not sure what could be wrong with my install. It simply refuses to load the save. :shame: it will just go back to the main menu after a second of loading. :wall: Exact same problem I had before.
I have tried reinstalling it, no luck. I am in 2.02, so I am not sure what could be wrong.
Any ideas on what could be wrong?
Well, I've tested it out as well, seems to be running fine for me, so the problem has to be your install,
Could be a wrong version maybe, you said you were BC 2.02, but your Medieval TW expasion needs to be at least 1.3 or higher,
also don't forget to reboot your computer, and do some tests like loading up a new game saving it and seeing if you can access it.
well good luck
10-18-2009, 01:10
Quirl
Re: Broken Crescent 2.02 Hotseat - Lords of the East
lol. K. Well, then everything is the same with Vista except a few things...
Copy the file "bc.cfg" to your desktop
Right click the new "bc.cfg" file on the desktop.
Click "Properties."
Uncheck "read-only"
Click "Ok."
Right click the file again and choose "Open With..." and open the file with "notepad."
Re: Broken Crescent 2.02 Hotseat - Lords of the East
Not looking good so far. None of those have worked. :sweatdrop:
10-18-2009, 01:58
Quirl
Re: Broken Crescent 2.02 Hotseat - Lords of the East
lol. Wow. Well...
Is your M2TW game patched to 1.3?
Are you sure your current version of Broken Crescent is 2.02 (did you download the 2.0 game and install the 2.02 patch)?
In the Grand Campaign selection menu, can you select to play as multiple factions at once? If you start your own game in this way, will it run normally?
If yes to all these things, try reinstalling with the game using the links I provided in the "requirements" section at the start of this thread. Be sure to delete all previous instances of the old Broken Crescent game before you reinstall (including those in virtual store!!). Then, after you reinstall, apply the changes recommended to your "bc.cfg" file.
Again, delete all previous instances of the Broken Crescent game before you reinstall, including those in virtual store. The virtual store files are located in username/appdata/local/virtualstore/program files/sega/Medieval II Total War
10-18-2009, 03:11
Cultured Drizzt fan
Re: Broken Crescent 2.02 Hotseat - Lords of the East
Check it over and re install in the morning. I know for a fact I have MTW 1.3, and BC 2.02.
and I can make a multiplayer campaign just fine
10-18-2009, 03:39
Quirl
Re: Broken Crescent 2.02 Hotseat - Lords of the East
Quote:
Originally Posted by Cultured Drizzt fan
Check it over and re install in the morning. I know for a fact I have MTW 1.3, and BC 2.02.
and I can make a multiplayer campaign just fine
Well, that is odd. Take your time, though. Being that this is the first turn I'll certainly be more lenient on the 48 hour rule...
You might also check around on various forums. Maybe even make a thread of your own over at twcenter.net. Those guys are almost always willing to help.
The only thing I can think of that might be the problem right now is that there are old files in your virtual store that are conflicting, somehow, with the ones in your program files. That is actually a somewhat common issue. Just be sure to clear out all those virtual store files as well as those in your base M2TW folder whenever you reinstall.
And, if you ever do reinstall, you might consider downloading the install files again. Sometimes, certain files can be corrupted over download, and, besides, it couldn't hurt. :thumbsup:
Also, I did change the descr_strat file so we could have all factions playable. That shouldn't interfere with anything (it hasn't seemed to with anyone else), but it's worth a try. Just go to broken_crescent/data/worlds/maps/campaign/imperial_campaign to get to the descr_strat file. Then just move all factions under "nonplayable" to "playable." You'll probably have to delete the "map.rwm" file again afterward, too.
10-18-2009, 13:56
Ramses II CP
Re: Broken Crescent 2.02 Hotseat - Lords of the East
Err, is it possible that my install is wrong and did something to the save? Quirl were you able to load my save?
Busy day today, but if it fails I'll take a look at my install tonight. Never fear CDF, we'll get it worked out. :2thumbsup:
:egypt:
10-18-2009, 14:26
Cultured Drizzt fan
Re: Broken Crescent 2.02 Hotseat - Lords of the East
Quote:
Originally Posted by Quirl al-Mustafa Mubarak
Again, delete all previous instances of the Broken Crescent game before you reinstall, including those in virtual store. The virtual store files are located in username/appdata/local/virtualstore/program files/sega/Medieval II Total War
I can't even find the virtual stores. :sweatdrop:
However, I think it may be the problem. My regular MTW say 1.2 when I start it up, but when I try and install 1.3 then it says 1.3 is already installed.
:sweatdrop: but I don't have a clue where the virtual files could be. (I did not install MTW in to program files BTW)
10-18-2009, 15:46
Merlox
Re: Broken Crescent 2.02 Hotseat - Lords of the East
Alright, well... Here is the problem.
Your install of 1.03 did not install correctly there for you have corrupted files, way to fix this, fully un-install the game, and patch it up
10-18-2009, 16:40
Merlox
Re: Broken Crescent 2.02 Hotseat - Lords of the East
Hey guys, the twcenter is adopting a new rule regarding seige weapons and the latest BC2.02
Apparently Balistias can take over any settlement. so any game that is limiting spies to not being able to take settlements, we also have these rules.
Balistias can only take out forts
Catapults can only take wood grade settlements (Small towns, large towns, wooden castles)
Trebs can take out any thing.
Reason why we are starting to do this is because balistias are very easy to produce, and to think about it, are slow, 100% spies. If we limited spies so that we can not take settlements, we should do the same with balistias.
10-18-2009, 16:43
Cultured Drizzt fan
Re: Broken Crescent 2.02 Hotseat - Lords of the East
Perhaps someone should sub my turn. I do not think I have the time to go through the whole reinstall process today or tomorrow. I can find time for it, but not soon. :sweatdrop: Just want to keep things moving. :yes:
If Ramses could that would be fine. But whoever is up to it I could PM you my instructions.
10-18-2009, 17:04
Quirl
Re: Broken Crescent 2.02 Hotseat - Lords of the East
I'll sub your turn for you, Cultured. PM me your instructions and I'll do it today.:thumbsup:
10-18-2009, 21:28
Quirl
Re: Broken Crescent 2.02 Hotseat - Lords of the East
Quote:
Originally Posted by Merlox
Hey guys, the twcenter is adopting a new rule regarding seige weapons and the latest BC2.02
Apparently Balistias can take over any settlement. so any game that is limiting spies to not being able to take settlements, we also have these rules.
Balistias can only take out forts
Catapults can only take wood grade settlements (Small towns, large towns, wooden castles)
Trebs can take out any thing.
Reason why we are starting to do this is because balistias are very easy to produce, and to think about it, are slow, 100% spies. If we limited spies so that we can not take settlements, we should do the same with balistias.
I wasn't aware that they had changed ballistas back into siege engines in 2.02. That is a problem.
I'm not sure how I feel about catapults only being able to take out wooden settlements, though. If that were the case, I think, too many people would just ignore the siege equipment all together, because it would be just too much of a pain to have to produce trebuchets for certain towns. In my opinion, siege equipment is one of the worst parts about M2TW-- they are not very historically accurate, they offer very little variety, siege buildings take too long to construct, and they bog down movement in the campaign map to such a ridiculous extent.
Here's what I'd like to suggest:
Balistas can only take out forts. Catapults can only take out those settlements without ballista towers. Trebuchets are required for settlements with ballista towers.
This way, catapults are still important, but players seeking to fortify their cities will actually have to put time and resources into doing so by constructing ballista towers. In this scheme, those stupid ballista towers will actually have a purpose, too. :clown:
Re: Broken Crescent 2.02 Hotseat - Lords of the East
Quote:
Originally Posted by Quirl al-Mustafa Mubarak
Here's what I'd like to suggest:
Balistas can only take out forts. Catapults can only take out those settlements without ballista towers. Trebuchets are required for settlements with ballista towers.Sound good?
I'm fine with that. Also fine with playing the game as it comes.
A few things that make siege engines less of a problem than spies are:
- They are more difficult to spam, as they are more expensive and the buildings you need to create them are higher level.
- They are slow moving, so they can't cover vast distances in a single turn.
- They are visible on the campaign map, meaning if you are smart you have a chance of stopping them from reaching your cities.
They are certainly unrealistic in the way the game allows them to be used, but they feel more 'fair' to me than spies for these reasons. At least you know where you stand with them.
10-19-2009, 09:48
phonicsmonkey
Re: Broken Crescent 2.02 Hotseat - Lords of the East
Re: Broken Crescent 2.02 Hotseat - Lords of the East
Hello,
I just have a Question, :sweatdrop: I know its my turn right as the Ghanzi, I noticed Merlox switched from the Shah to Seljuks,
if this is the case is it possible that I can switch to the Shah from Ghanzi?
10-21-2009, 17:26
Merlox
Re: Broken Crescent 2.02 Hotseat - Lords of the East
Balistias towers, don't they require a large city (At the point... only like 4 in the whole game that can even build it, even if so... The funds would be huge... I just reccomend leaving it at the old rules of the seige weapons., With the new rules, It does not even make since to try to build a treb.
10-21-2009, 18:04
TriforceV
Re: Broken Crescent 2.02 Hotseat - Lords of the East
Quote:
Originally Posted by TriforceV
Hello,
I just have a Question, :sweatdrop: I know its my turn right as the Ghanzi, I noticed Merlox switched from the Shah to Seljuks,
if this is the case is it possible that I can switch to the Shah from Ghanzi?
Maybe it could be possible for the Abbasid player to replay his turn?, only this time instead of pressing "Next turn" he can post the end of his turn so the Admin can enable the Shah from AI and convert the Ghanzi to AI
What do you say, would this be okay?
10-21-2009, 18:56
MerlinusCDXX
Re: Broken Crescent 2.02 Hotseat - Lords of the East
I have no issue with this, if it's ok with Quirl. I'd just have to do it later tonight (After work and such).
10-21-2009, 20:29
phonicsmonkey
Re: Broken Crescent 2.02 Hotseat - Lords of the East
There's no need to post a new turn - Quirl can switch the Shah to human control, and the Ghazni to AI control from the Ghazni pw screen.
Quirl, just log in to the console, and type control spain, then control venice.
The game should then move on to the next player's loading screen, and you can save it and upload it here.
10-21-2009, 20:58
TriforceV
Re: Broken Crescent 2.02 Hotseat - Lords of the East
Quote:
Originally Posted by phonicsmonkey
There's no need to post a new turn - Quirl can switch the Shah to human control, and the Ghazni to AI control from the Ghazni pw screen.
Quirl, just log in to the console, and type control spain, then control venice.
The game should then move on to the next player's loading screen, and you can save it and upload it here.
If what I'm seeing is correct, the result will be that If I switch to the Shah, ill miss my first turn, if MerlinusCDXX doesn't replay the turn.
Normally, I would agree with you, if a kingdom which was ordinary set to the AI (like the Seljuks), then their turn would be at the end inbetween the AI controlled kingdoms,
However, is someone was orginally set up for a human player, like the Shah, their turn will represented by the Turn Order, in this case the Shah before the Ghanzi, so if I'm correct when MerlinusCDXX - played his turn as Abbasid, he would have noticed the once human player now turned AI would play their turn before the Ghanzi turn.
So technically while Quirl can setup the turn in the Ghanzi turn, my first turn as Shah will already have been played for the first turn, and I will loose my first turn:no:
Normally, I would accept this losing of my first turn, if it was required that many more people required to play their turn, as it would slow the game up too much.. However, because of these condions of only one player beforehand, a turn MerlinusCDXX agreed that he didn't mind playing later tonight, ensuring that not only can I play my turn this turn, but that the game will not be delayed and continue immediately.
MerlinusCDXX - if you don't mind, can you reply your turn, and not click NEXT TURN, so that Quirl can do it,
Just post it, if Quirl rejects it, and doesn't want to use the turn or give contorl to the AI, whatever, then it need not be used and no harm is done, however if Quirl accepts, we have the turn on hand to use.
:sweatdrop:
10-21-2009, 21:09
phonicsmonkey
Re: Broken Crescent 2.02 Hotseat - Lords of the East
Quote:
Originally Posted by TriforceV
So technically while Quirl can setup the turn in the Ghanzi turn, my first turn as Shah will already have been played for the first turn, and I will loose my first turn:no:
Of course, my mistake - I thought the Shah was later in the turn order. Sorry to interfere!
10-21-2009, 21:12
Quirl
Re: Broken Crescent 2.02 Hotseat - Lords of the East
Wow guys. I'm gone for a few hours and there's all this confusion! :clown:
Ok, since the Khwarezm Shah directly follows the Abbasids, I'll need Merlinus to resend his save game file.
Merlinus, if you could not end your turn and resend me the new save game file that would be great. I'll also need your password (please PM it to me). :2thumbsup:
Merlox, I think limiting catapults to only being able to take wooden settlements would really bog down the game. People would have to wait about 15 turns (assuming they have settlements large enough) to produce Trebuchets. And can you imagine how annoying it would be for someone to lead a raid on your city, destroy your siege building, and run off? So, for these reasons, I'm uncomfortable in limiting the catapults in such a way. The current version also allows large cities who stood historically for decades against invaders to have that kind of extra edge. This way, Constantinople and Baghdad can't just be rushed by a few horse archers and a catapult. :computer:
10-22-2009, 04:24
MerlinusCDXX
Re: Broken Crescent 2.02 Hotseat - Lords of the East
PM sent to Quirl w/ necessary info.
10-22-2009, 04:39
Quirl
Re: Broken Crescent 2.02 Hotseat - Lords of the East
Re: Broken Crescent 2.02 Hotseat - Lords of the East
Sent Iron Fist a PM. Nothing yet. If I don't hear anything by tomorrow evening I'll go ahead and skip.
10-25-2009, 13:04
Iron Fist
1 Attachment(s)
Re: Broken Crescent 2.02 Hotseat - Lords of the East
Oh bugger sorry guys, I was having party last night and I slept quite long. I haven't checked this forum recently too, but I shall take my turn now.
EDIT : Took the turn and can someone recommend better uploading site for saves?
10-25-2009, 17:24
Quirl
Re: Broken Crescent 2.02 Hotseat - Lords of the East
Quote:
Originally Posted by Iron Fist
Oh bugger sorry guys, I was having party last night and I slept quite long. I haven't checked this forum recently too, but I shall take my turn now.
EDIT : Took the turn and can someone recommend better uploading site for saves?
No problem Iron First! I know how that is: sleeping in late after a party-- maybe waking up in a dumpster somewhere. :party2:
And I use mediafire to upload all my files. :beam: