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I'll make you a deal. When you come across one, let me know. And I will do the same. The answer is probably "I don't know" since it is an experimental game. I will say, though, that I emphasize with your frustration. I have asked questions about the Alamaze map that should have been very easy to answer that got no reply at all. Most puzzling............
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I'll make you a deal. When you come across one, let me know. And I will do the same. The answer is probably "I don't know" since it is an experimental game. I will say, though, that I emphasize with your frustration. I have asked questions about the Alamaze map that should have been very easy to answer that got no reply at all. Most puzzling............
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I would think, based on this being an attempt to duplicate second cycle, that cities would start as human controlled (as this is the norm for second cycle).
-The Deliverer
Oh I've come across one, just not stopped at one. I'll certainly find out this turn, but was hoping to not have to use two emmy's as opposed to one. I assume as Dusi does that they are human controlled unless told otherwise. Unclemike knows for sure. Since the program was written to scatter them randomly I considered there must be a potential for them to be neutral as well.
Also- beatific. You might consider that they weren't answered because you carry an AK 47 with you everywhere you go?
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Sorry been busy of late, yes, cities are human controlled like a normal 2nd cycle game.
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Big update to this game's software:
Portals investigation (Complete)
• Successful 140 (investigate unusual sighting) of an area consisting of a portal will display the exit portal area. Use of a portal will cost 5 movement points and no morale loss. I changed the encounter description to describe these changes as below:
PORTALS ARE ANCIENT AND POWERFUL DEVICES THAT TRANSPORT A GROUP TO ANOTHER LOCATION IN THE REALM. ENTER ORDER-726 AND PLACE YOUR GROUP ID IN COLUMN "A" WITH MAP AREAS FOR THE REMAINING COLUMNS (NOT INCLUDING THE DESTINATION PORTAL'S AREA). PASSAGE THRU THE PORTAL COUNTS AS 5.0 MOVEMENT POINTS (IGNORE THE TERRAIN COST OF THE DESTINATION PORTAL'S LOCATION). ONLY ORDER-726 IS PERMITTED THRU A PORTAL, NO FORCED MARCHING OR USE OF A SPEED SPELL WILL ENHANCE MOVEMENT NOR ARE ANY OF THE 700-SERIES MOVEMENT ORDERS ALLOWED (SO IF A SPECIFIED AREA IS WATER BEFORE REACHING THE PORTAL'S LOCATION [INCLUDING THE GROUP'S STARTING LOCATION], USE A SEA MOVEMENT ORDER TO REACH THE PORTAL THEN ISSUE ORDER-726 THE FOLLOWING TURN. IF THE GROUP'S STARTING LOCATION IS AT A PORTAL THAT IS ALSO IN WATER, ISSUE ORDER-726 TO MOVE THRU THE PORTAL. IF THE DESTINATION PORTAL IS IN WATER THEN ALL MOVEMENT WILL HALT AT THAT LOCATION AND ISSUE A SEA MOVEMENT ORDER THE FOLLOWING TURN). THE DESTINATION LOCATION FOR THIS PORTAL IS AREA 'EXIT_PORTAL'.
Changes in combat penalties for groups that are surprised (Complete)
• Leadership at 50% of normal
• Defensive value gets a negative modifier
• Losses during retreat phase are tripled
Provisional Governors (Complete)
• Cost to hire 15,000 gold
• Loss of 0.5 influence when hiring
Capital notification (Complete)
• Emissaries relocating (350) to a PC (including the Demon Prince gate ability) that is another kingdom’s capital will announce this fact to their ruler on the turn results
Rescue Hostage success improved (Complete)
• Chances of success for the rescue hostage order (950) will be increased by 10 points
• Chances of being caught during a rescue hostage order will be decreased by 10 points
Ambush Detection (Complete)
• Warlords and P5+ will detect ambushing groups similar to their detection of invisible groups in the same areas as their own group
Train all recruits (Complete)
• Order #550 will allow all recruits in the group to be trained to Veteran with a single issuance of the order
• Costs per brigade of recruits trained will apply (4000 gold / 3000 food per brigade trained)
• Place “A” in column B to indicate training of all recruits present
New Prisoner Orders (Complete)
• Order #353 – Transfer Prisoner
o Agent abbreviation in Col A (only agents may carry out this order)
o Area of kingdom controlled PC in Col B (unallied groups in this area will block the transfer but not ambushing or invisible groups)
o Specify alternating Kingdom and Prisoner abb combinations for the remaining columns (up to 4 prisoners may be moved with this order). Specify prisoner abb in Columns C,E,G,I and their corresponding Kingdom abb in Columns D,F,H,J. So to move just 1 prisoner, specify prisoner abb in Column C and it's Kingdom abb in Column D. If you wish to move all prisoners then specify "A" in Column C (remaining Columns are empty).
o Destination PC area (not current prisoner locations) must be within Agent’s 10 area range
o Cost per agent level
Note 1: If another kingdom acquires your PC militarily or politically (including the diplomacy spell) that contains prisoners then the other kingdom will acquire those prisoners from you. So use caution where you transfer your prisoners in the game. The only exception is if a wizard destroys the PC, all prisoners at that location die instantly.
Note 2: If you acquire a PC by any means that contains prisoners, those prisoners are automatically sent to your capital (including conquering neutral/human PCs which may have prisoners locked up). The reason is that your capital is usually the most guarded and safest PC for your prisoners. You may then issue order-353 to relocate the prisoners if needed (even on the same turn when acquiring the prisoners).
Note 3: Move capital (order 355) will automatically relocate all prisoners residing at your former capital to the new location.
Note 4: Tax pc (order 240) will automatically relocate all prisoners back to your capital (as normally for emissaries).
Note 5: Gaining control of a region that entails automatically picking up neutral PC's also includes the automatic transfer of those prisoners to your capital.
• Order #299 – Guard Prisoners
o Reduces chance of rescue and escape chances by 10 points, plus 5 points per agent level
o Column A – Agent abbreviation
o Column B – Area with PC holding the prisoners to be guarded
o Guarded PC must be within Agent’s 10 area range
o Cost per agent level
Note: So a level 1 Agent guarding prisoners with order-299 reduces the prisoner's normal chance of escaping to 0% without a bribe being involved (see order 385).
I still have to add the above changes to the order checker program but I'm hoping they'll be in place before turn 2 is run.
Later in the week, I'll work on implementing a few other enhancements to the game: 170/171 changes, Evasion, Entrenchment, Artifact tweaks, and Kingdom Traits (e.g., Supremacy over terrain provides +50% bonus in combat).
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Forgot to mention about portals, dragon groups are the only ones that won't automatically stop at a destination portal if it is in water (since dragons can't end movement on water). So if you're playing a dragon kingdom (RD,BL) then make sure your movement sequence is valid or your group will be relocated back to the last land area covered (which may be the starting location if all areas were water). Dragons groups traveling thru a portal are still limited to the standard 20 movement pts as are all groups thru a portal.
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All official stuff. Nice work, Mike.
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The peaceful and reclusive Elves can be reached via the magical portal at: dbeitz@yahoo.com.