Follow This Easy Process To Get Started Playing Alamaze
Step #1 - Register for Forum Account
Step #2 - Create New Player Account
Step #3 - Sign In (to issue turn orders and join games) ATTENTION: After Creating Player Account and Signing In, select the GAME QUEUE link in the Order System screen to Create or Join games.
Clearly, trying to rely upon the initial time frame that the game processed on was pointless. It probably shifted with Turn #1, since that turn was submitted a little early.
Impression
Enormously discouraging! Makes me wonder why I'm even here and trying to learn this game. A shifting processing schedule is not something that I had actually encountered in any of the Alamaze literature.
Missing a turn does suck balls. Happens to all of us sometimes. If you look at the the 'Ready' page of the input, they will list the time the next turn is due (which is currently Tue Jan 31 2023 5:24 PM EST)
It's always good to put in some orders right away so even if the worst happens, you will have put some of the most obvious moves in.
(01-30-2023, 12:26 AM)VballMichael Wrote: Sorry that happened. It is a 48-hour automated turn, so it runs 48 hours after the last person submits orders and hits ready.
(01-30-2023, 04:01 AM)DuPont Wrote: Missing a turn does suck balls. Happens to all of us sometimes. If you look at the the 'Ready' page of the input, they will list the time the next turn is due (which is currently Tue Jan 31 2023 5:24 PM EST)
It's always good to put in some orders right away so even if the worst happens, you will have put some of the most obvious moves in.
Apparently, the nine orders that I had issued and saved were processed. I was waiting to move my troop groups, and that's what got bungled. Even still, it's good that the game interface processes saved orders, even if one has not hit the Ready button, at the time that processing of turns comes due.
I did notice that sending a Duke and a Count to rebel and usurp didn't work. That was a nice feeling.
Not having a time stamp to accompany the due date invites missed turns, though - particularly for players who are new to the game, and don't have the routine down, yet. Me? I'm just testing the game, playing around with it and such, but if one can't afford to get behind, missed turns (or missed partial orders in a turn) is arguably the best way to fall quickly behind, which is the exact opposite of what is desirable and preferable.
Do you want me to rebel my pop in Krynn or will you be taking it? I will be moving onto your pop in Zamora this turn.
R
I don't even know where Krynn is. It doesn't matter to me, as I;'m still trying to figure out both what to do, and how to do it.
It appears that I won't be gaining control of my region, after all. Or not for a while, at best. My Count was incarcerated. I needed more than just a Duke and a Count.
I tried finding a chart to enable me to get a better grasp of how many emissaries that I needed to gain the pop center, but I never found one.
Maximus, the order entry website shows when the next turn is due. On the Home page (see attachment duedate1.jpg), it informs the players that for Ready-enabled games (which means that turns are processed according to when the players are ready for it instead of going by a strict schedule), should reference the Ready Menu tab. On the Ready page (see attachment duedate2.jpg), it shows when the next turn is due.
If you're playing in a 48-hr game, all players get the FULL allotment of time, in this case 48 hours. The turn may be processed earlier if all the players hit the Ready button beforehand, but all players get the full 48 hrs if necessary between turns. Due to the nature of a ready-enabled game, that due date will shift depending upon how fast the players enter their actions for the turn, and desire for it to be processed.
We also offer strict scheduled games (as in noon every three days), but players like the faster returns of a ready-enabled game. That way, the game can go as fast as the players want, which means that you get more turns processed in a week compared to a strictly schedule game. More turns per dollar value.
BTW, if you ever need to, all players have access to their turns online. Go to the Home page and click on the appropriate button (see attachment turns.jpg).
As for the errors that you're getting, are you clicking on the Verify Orders button at all? It should pick up some of your problems before they become an issue. Scroll the area to the end to see any possible errors with your actions for the turn.
Maximus, so you chose the Forgotten kingdom. That's one of the newer kingdoms just added and is somewhat different than the rest.
The Beholder is your best troop type and it affords your group five eye beam attacks. Those are in addition to the three wizard spells that you may cast during combat for a total of 8 total magical attacks compared to another kingdom being limited to just 3. So, a Beholder makes your group quite strong in that regard.
On turn 0, you should have got the artifact locations and shortnames of the magical Key set. These are special in that a kingdom must first find and possess a key in order to access the corresponding Quest-classed artifact (the most powerful in the game). That's one of the special abilities of the Forgotten kingdom in that they should be able to acquire the best artifacts before anyone else. Each key is unique and only one exists per Quest-classed artifact, so grab all the keys before another kingdom may do so. [This is something that an experienced player would know, but not a beginner. The Ranger kingdom probably would have been a better choice to start with...]
Do you want me to rebel my pop in Krynn or will you be taking it? I will be moving onto your pop in Zamora this turn.
R
I don't even know where Krynn is. It doesn't matter to me, as I;'m still trying to figure out both what to do, and how to do it.
It appears that I won't be gaining control of my region, after all. Or not for a while, at best. My Count was incarcerated. I needed more than just a Duke and a Count.
I tried finding a chart to enable me to get a better grasp of how many emissaries that I needed to gain the pop center, but I never found one.
Maximus, I have a chart (spreadsheet) for use in calculating emmies success rates. If you give me your email, I will try and send it to you--be aware that I am not the best at this, so it might take a couple tries (unless you can help me out attaching a file to an email)