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Maelstrom Test Game
#71
(01-18-2019, 03:57 PM)Acererak Wrote: Playing the CI in Krynn. Notice a few things (besides how cool everything is):

4) Not sure the math on 1CI worked out right comparing to old. Certainly the top two companion brigades as mammoth in 1CI showed up, but as noted in the release notes CI gets 1 Mammoth and 1 Viking so 1CI should have 3 Mammoth and only has two. Although it's pretty powerful as well- over 32K in terrain starting!

I looked this up. The CI kingdom gets the following default troops:

  1CI: 4 CI brigs, 1 VI brig
  2CI: 1 CI brig, 1 MA brig
  3CI: 1 CI brig

Since you selected the Krynn region, your kingdom gets 2 companion brigs of highest defense (Mammoths in this case) which are added to your 1CI. So after regional bonuses are added, your 1CI has 4 CI brigs, 2 MA brigs, and 1 VI brig. Which is correct.
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#72
I agree with others 10 customized points is better. The choices I used to take most the time in 3rd cycle add up to exactly 7 so would be no change.
I already found with 10 I want more and am giving up stuff I want. Even stuff like +1 influence and expert admin are no longer on the top of my list
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#73
(01-18-2019, 07:58 PM)RELLGAR Wrote: I'm playing  EL in region 9. Should my second town be 2 regions away?
I see there are only 6 choices  for customization,  so the 7 points makes much more sense. Take gold 5 times, leaves one choice with 5 points left,  I think 7 is good.

About starting pc locations. There are different methods that are randomly determined for every game. Some games may have your turn 0 pc's in nearby regions while other games, your pc's will be farther away. It's something new for Maelstrom where Rick designed different placements for starting pc's. So to answer your question about your second town, yes, it could be at a distance from your capital and I verified that the code is working correctly.
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#74
(01-18-2019, 09:15 PM)Calidor Wrote: Actually... it looks like the SA Zealots in Trumvia must have burned down my own ships as well.  I have the Druids and I start with a water PC in The Tempest with troops there but have no ships in that sea.

I have to investigate this one. The 2DU with two brigs at MM should have been granted two fleets in The Tempest by the program. Will need some time to figure out why that didn't happen...
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#75
(01-19-2019, 12:48 AM)Ry Vor Wrote:
(01-18-2019, 11:02 PM)PTRILEY Wrote:
(01-18-2019, 09:15 PM)Calidor Wrote: Actually... it looks like the SA Zealots in Trumvia must have burned down my own ships as well.  I have the Druids and I start with a water PC in The Tempest with troops there but have no ships in that sea.

Omg  not this again!!!!   Hahaha

Again, I don't know the kingdom, capital region.  But this can happen.  You'll have fleets in your capital region if it has a sea, but not fleets in every sea you may possibly have a starting PC in.  You obviously can build fleets there, however.

And if you have a large military like the Tyrant, with capital region with a sea, you may well not have enough fleets to transport your fleets without building.

Somewhat related, there are multiple setups for starting PC's for each zone.  For example, from the Crown Islands, the second town depending on the random setup selected may be in Darkover, Krynn or Triumvia.

Well, I can change things to be that way but the program auto-creates fleets on turn 0 if a group is on water or an isle (isles are listed in the release notes right before the Troops section). The code has been working that way since 2nd Cycle so well before The Choosing. I'll have to investigate why the 2DU group didn't get its automatic fleets unless Rick you say otherwise and I'll strip out the code that auto-generates fleets on turn 0 for water/isle locations. Let me know...
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#76
Making fleets to match brigades has always been a good addition I thought. I would hate to see that go away and force someone to have a slow start.

I think sea patrols should not be allowed turn one for similar reason above. That kind of blow on turn 1 could cause someone to quit early/
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#77
This may be heresy... because it has been with us forever... but is it worth reconsidering having towns and villages outside your starting region? It appears that the new map setup has plenty of reasons for conflict and the new rules will make it take longer to gain control of your region. Since there is no more dispersed... should we reconsider the concept of having PCs in other regions?
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#78
(01-19-2019, 03:20 AM)Calidor Wrote: This may be heresy... because it has been with us forever... but is it worth reconsidering having towns and villages outside your starting region?  It appears that the new map setup has plenty of reasons for conflict and the new rules will make it take longer to gain control of your region.  Since there is no more dispersed... should we reconsider the concept of having PCs in other regions?

I actually think the opposite is true.   You are encouraged to build you building and gain economic gain from making better PCs.   Of course one could easily argue build military and take the PCs others have built up for you.
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#79
Playing the DA in Zamora.

New order system working great. Tested some things I knew were not ok yet (like building a structure without the prerequisite or moving where I was not located, etc.). Checker caught them.

But my basic move order in The Sorrows that seems correct generated the following error:

ERROR MESSAGES:
Please Email Support The Following (You May Copy The Text Below With Your Mouse)
Internal Program Error - verifyOrders()
Error Name: TypeError
Error Code: 0
Error Message: Cannot read property 'stormAtSea' of undefined
Stack Trace:
TypeError: Cannot read property 'stormAtSea' of undefined
    at group_moveGroup (http://fallofromegame.com/alamazeorders/...s:20413:17)
    at group_ProcessOrder (http://fallofromegame.com/alamazeorders/...js:7081:40)
    at verifyOrders (http://fallofromegame.com/alamazeorders/...js:6561:44)
    at Object.<anonymous> (http://fallofromegame.com/alamazeorders/....js:5654:5)
    at c (http://ajax.googleapis.com/ajax/libs/jqu...js:4:26036)
    at Object.fireWith [as resolveWith] (http://ajax.googleapis.com/ajax/libs/jqu...js:4:26840)
    at k (http://ajax.googleapis.com/ajax/libs/jqu...js:6:14258)
    at XMLHttpRequest.r (http://ajax.googleapis.com/ajax/libs/jqu...js:6:18646)
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#80
I’m getting an error too:

ERROR MESSAGES:
Please Email Support The Following (You May Copy The Text Below With Your Mouse)
Internal Program Error - verifyOrders()
Error Name: TypeError
Error Code: 0
Error Message: undefined is not an object (evaluating 'sea.stormAtSea')
Stack Trace:
group_moveGroup@http://fallofromegame.com/alamazeorders/validate_SQL_3_1.js:20413:16
group_ProcessOrder@http://fallofromegame.com/alamazeorders/validate_SQL_3_1.js:7081:55
verifyOrders@http://fallofromegame.com/alamazeorders/validate_SQL_3_1.js:6561:62
http://fallofromegame.com/alamazeorders/...js:5654:17
c@http://ajax.googleapis.com/ajax/libs/jquery/1.10.2/jquery.min.js:4:26041
fireWith@http://ajax.googleapis.com/ajax/libs/jquery/1.10.2/jquery.min.js:4:26841
k@http://ajax.googleapis.com/ajax/libs/jquery/1.10.2/jquery.min.js:6:14269
r@http://ajax.googleapis.com/ajax/libs/jquery/1.10.2/jquery.min.js:6:18647
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