I would like Myth to know that I see his ruling as unjust. Jiub deserves the compensation he is getting, but I don't deserve the punishment I am receiving. Several rules are based on what is intentional and what isn't, because nearly all the rules are in place to
prevent intentional exploits and the like.
I will however accept his ruling, because first and foremost he is the admin and his final decisions are to be respected. My only wish is that you treat such things as fairly as possible, even if that is quite difficult.
Declared war to France..
http://www.mediafire.com/download/85...slo2/RC-10.rar
Next @Dr Mac : http://www.mediafire.com/download/vv...RC_Pers_10.sav
Last edited by ebs; 08-15-2014 at 00:04.
^Do not touch the holy city of Rome. We will not stand if his holiness is harassed.
A huge coalition against France is created.![]()
My save was up at midnight and I didn't even play it guys, I'm so despicable, I'm like vermin D:
I'm so so sorry I put work and sleep before this HS turn, how naughty :(
I was around over on twc until just before 0:00 so it looks like I just missed ye. I'll do it when I get in.
Last edited by Dr Mac; 08-15-2014 at 16:00.
If my turn doesn't com up on Sunday, I'll be away 7 days until next sunday. No internet, not even moblie connection, not even electricity for that matter.
Going to a cabin in the mountains, so yeah. I'd really like to get a turn in before that. :(
I did try to get Myth to get a cleared save for ebs/yuonyuon, I will play tonight if any of the subs havn;t posted by then :)
Also I'm sick of being civil, those of you that know me will know I'm normally a nice guy, but Invicta you can fuck off! I'm playing this faction so stop messaging me.
Last edited by Dr Mac; 08-16-2014 at 13:53.
We need to find a proper solution for this. You re the only one who needs 2 days to play the turn, i understand that you re in vacation but you could arrange proper subbing by now. Maybe rework the schedule a bit so you can play in time.
Also, the password story..
I've been civil all along fella. Your trolling has driven me over the edge now. Seriously, even that last post was trolling. I'm not even sure you realise that you're doing it anymore :/
Seljuk up
The Chase
After the great victories in Baghdad, now the chase to the Shah has begun!
Along with the new Heir,he's running for his life and try to take refuge in Basra.
Spoiler Alert, click show to read:
One of our most valuable General has be entrusted to kill him and his army.
Unfortunately he's been able to flee once more, but eventually he might get trapped next season.
Spoiler Alert, click show to read:
In the meanwhile our armies gain another unexpected and sensational victories near Kermanshah.
The Kwarezmian army believed to be out of reach from our armies, but Saban Ata forced the march with part of our armies.
The outcome seemed uncertain as the Kwarezmian has much superior forces. Nonetheless the news of their leader running for
his life has reached their camp and broke their morale.
Spoiler Alert, click show to read:
Our swords, our horses and our bows have opened the path to the persian lands!
@Dr Mac : pls remember to not movethe defeated armies next turn
Last edited by sonnet; 08-17-2014 at 09:33.
Last edited by Auran; 08-17-2014 at 07:54.
...
Two problems...
1. The person who subbed Kiev last turn, could you please relay my message to the main player? Thanks.
2. How do you know if an army or spy is infected with plague? And how long does it last for in armies/agents in and out of settlements?
I discovered that generals show if they are infected. Plague-ridden generals have the Unhealthy trait while plague-free generals have either the Healthy or Relatively Healthy trait. But how do you know if units are infected? And can they infect the generals, or can the generals infect units? Information of the plague is as dark as the black death...
@Auran
Character carrying plague have a rat in their portrait:
Se the rat circled in red in the image.
Usually in settlements it last 3 turns (unless you re-plague the settlements). With characters it might last from 3 up to 5 turns.
England up.
http://www.mediafire.com/download/8m..._england_54.7z
Screens:
http://www.mediafire.com/download/lo...bh1/screens.7z
Spain has enforced a quarantine on much of the country. Zones labelled "¡No entre!" prevent any living thing from entering or leaving.
Despite its gains, the Spanish Crown has slowed the military campaign that is pacifying France. The King has asked the international community to stay away from the regions of Spain that are affected, and to send what help or aid they can to prevent an outbreak.
Meanwhile, the Pope is thinking of starting an organization called the World Bank that is aimed at helping afflicted nations.
Last edited by Auran; 08-17-2014 at 20:34.
I'm sorry, but did you make a fort near my army to then proceed to move your army around it bypassing my zone of control which you couldn't have otherwise bypassed with normal movement points ? Cos you know, that fall in the category of "Bugs/Exploits:
The mov.bugs cannot be used. All bugs in general are banned unless explicitly allowed."
As sonnet said.
+ If a general at the end of turn stays in a plagued settlement his "healthy" trait decreases, but it seems not if the general is actually plagued or not, and this trait is also affected by lots of other things. Unfortunately you can know if units are plagued only by observing the men per unit decrease as turns pass and putting them in a non-plagued settlement to see if settlement gets the plague or not.
Yes everyone can infect each other if you merge them, but it happens sometimes that the generals/agents don't get the plague at least not right away, or they can lose the plague earlier, but the units are still plagued. Bringing a plagued unit into a healthy army might infect the rest of the units at least and prolong the plague, I didn't test if each unit has it's own plagued/non-plagued status or not, I believe it's a whole army thing, plagued/nonplagued (army= regular units, I already said generals/agents can gain/lose plague earlier/later). So best would be to avoid as much as possible moving plagued units/agents/generals in and out of settlements or armies.
Last edited by Vipman; 08-17-2014 at 21:25.
Actually I made a fort near your army to prevent it from either escaping from the mountain pass that leads to south-east France and to prevent reinforcements from that direction. When I made the fort however, it meant that its defensive area also covered yours, meaning that my army could go through there without confrontation.
I left units and spies in that fort, so that you can't take it. If I wanted to exploit, I would have abandoned it and that would be an exploit, meaning the fort was just a tool.
Not sure what you mean by mov.bugs though, I don't really use bugs to glitches. I hope the admin can look into this and decide.
@sonnet Don't worry I won't. Just don't drive me over the edge again xD
P.S Played ser ;) give credit when it's due.
Last edited by Dr Mac; 08-18-2014 at 00:07.
Replayed turn due to allegations by Jiub and several users of using mov.bug exploit. I'll still need to know from the admin if this is true.
England up:
http://www.mediafire.com/download/mr..._england_10.7z
Screens:
http://www.mediafire.com/download/lo...bh1/screens.7z
I included a screen called "jiubexploit" where I show how Jiub has used a fort which he garrisoned with only one weak unit but many spies. This was to deny me access to Agners and to slow me down. This looks like an exploit because he has just one weak unit in it, and I have to go through so much to destroy it. At least if he put his real army in there and not so many spies.
We should have a rule to minimize spies in forts, and fort placement, otherwise it's like building invisible walls in-game, and can really ruin the experience.
Also, Venice and Spain have agreed to a ten-turn non-aggression pact effective next turn.
Fort placement is already extremely limited: 1 fort per region.
About spies: don't see the reason, players have the right to defend the forts as they see fit. Moreover number of spies are limited (I think it's one spy for each brothel owned), so by placing many spies there , the player renounce to defend with spies- other settlements/forts/area in the map.
Last edited by sonnet; 08-18-2014 at 09:07.
Please place a minimum number of units, at least 25% of an army, meaning 5 units. The type/quality doesn't matter. You are saying that
there is a 1fort limit per region, but you should see how small some regions are, especially in western europe. If this game actually changed
fort type based on number of units ex. 1 unit is just barricade, 5 units wooden fort, 10 units large wood fort, 15+ stone fort/castle, that would be nice, but it doesn't.
This does feel like an exploit, so I hope we can enforce a min-unit rule to make the forts seem like more than just dams or piles of wood.
I will have to look into this. Can't say if it's an explot or not atm.
The art of war, then, is governed by five constant
factors, to be taken into account in one's deliberations,
when seeking to determine the conditions obtaining in the field.
These are: (1) The Moral Law; (2) Heaven; (3) Earth;
(4) The Commander; (5) Method and discipline.
Sun Tzu, "The Art of War"
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