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PostPosted: Wed Oct 01, 2014 6:24 pm 
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Garren works fine. So long as I know you're talking to me I'm fine with anything.

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PostPosted: Thu Oct 02, 2014 1:52 am 
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Ah, I see

So if I FLAME someone, press submit, and then I regret it, I can go back and edit it before it's read?

Bah! Where's the fun in that? :D

Thanks for explaining

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PostPosted: Fri Oct 03, 2014 7:33 pm 
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Clearly the trick is to flame with confidence to not need to go back!

Still a few movements to come! We will go by thy weekend instead of ours so there is still a bit of time.

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PostPosted: Tue Oct 07, 2014 4:53 am 
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Righty-o, apologies for the delay on this end! Just a couple days longer than expected, but on the plus side, if any of thee are planning to come to Massey Palmerston North next year, there will soon to be a shiny scholarship available!

Anyway, results posted, movement done, and a new deadline set.

We will add that adding 'expected results' at the end of a strategy doth not really suit how we look at things. Make it too optimistic and it feels like exaggerated confidence which might seep into the battle, and too negative and thee may undermine thyself. Do not forget that thou art facing other people too, who will actively seek to find and exploit potential weaknesses.

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PostPosted: Wed Oct 08, 2014 8:28 pm 
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Quote:
:valor: Grand Crusade

Yush! :woot:

Quote:
- Blinding Light got told to go to 7H, but got wind that it was already occupied and didn’t want to get in the way. Akroma had a party instead (needs Replace command when destination square is occupied by an allied army).

:blush: Oops. I guess I figured the other army would have moved by that point >.>

I'll... need to look at the map when I have a better internet connection. Where I'm at tonight doesn't support the map site at all. Like, it won't even load >.>
To be fair, where I'm at tonight doesn't even load youtube, and kinda barely handles gmail...


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PostPosted: Thu Oct 09, 2014 2:46 pm 
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Apologies for the double-post, but my last post was last night, so it would be fairly easy to miss an edit into my last one.

How exactly do kill strats work? I can't quite wrap my head around them via the rules, but I assume the intended "kill" target is the general of the army to be killed? The one legendary which each army has?

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PostPosted: Thu Oct 09, 2014 11:33 pm 
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When an ally is in the end square when movements are submitted it always needs the 'Replace ~' order (it is the allied version of engage). Although admittedly that is one of those things that could be removed without actually making any significant troubles, and is more one of those hang overs from way back when (then maintained for when there was going to be 'auto-movement,' which didn't quite happen, which was where a few of the other orders popped up). As the rules art ultimately always 'influx,' if thee reckon it would make things easier, it could be removed. Let us know, aye?

We were quite pleased with the first set of Coalition strategies this turn, as thee can imagine we hath seen many first strategies, and it looks like thee all hath the hang of things well without the need for more explicit guidance. Experience will bring most of the improvement, things to plan against, potential pitfalls, amd just what is ultimately available.
Just a note that we found thine Luna to be particularly good. The level of detail, and use of tactics that matched the synergies of the units in an army thee did not design, all for the first ever strategy without so much as a practice run. Very well done indeed, and we look forward to seeing what the future shall bring.


That's the one for kill strategies, knock out the general, and the rest of the army dissipates leaderless. Tomorrow we will finally post a tale that we art inappropriately pleased with that happens to include a kill strategy (and base destruction). But we need to make our way to a fundraising eventy thing! But quickly, the details of the kill-stuff ... which may not actually make things easier >.>.
Ruleswise, thee write a strategy as per normal, but there art 500 of the top rank that art the 'kill squad,' and for these their only job is to kill the commander - how is up to thee. Basically thee cannot go giving them any other jobs that isn't directly connected to that. Size bonuses art then assigned without that 500, rolls made, and losses assigned. More often than not, that part is hunting down the enemy leader and making sure they don't get away. Occasionally it is breaking through their defenses and guard - because normally it is pretty obvious when a kill strategy is going to happen so thy opponent will prepare against it.
With the losses assigned, the 500 art added back in and the new size bonus used, with an additional bonus for every 200 units in the top rank that thee hath in excess (so if thee hath 1000, and thou hast killed all of theirs, that's an extra +5 - the 'overkill bonus'). Then one more roll in which thy attempt at killing the leader, versus their attempt at not dying is made - like a sub-strategy bonus.

As it is, thee need more than 20 to successfully kill the leader (so it is impossible without bonuses). If thee get less than 10, the enemy defends their leader and wipes out thy kill squad. If less than 20, and thou art lucky, thee may fail to kill the leader, but at least not lose all of the kill squad (as didn't find the leader, or just couldn't breach the defenses). Although if thee lose the battle for any reason, then thy kill squad will splatter themselves in a last ditch effort and die miserably.

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PostPosted: Fri Oct 10, 2014 1:55 pm 
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:plot:

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PostPosted: Fri Oct 10, 2014 3:39 pm 
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I wasn't asking for my current battles, since I realize that I need to wait until the opponent is weakened, but I couldn't really extrapolate what was needed from the confusing rules on them. Thanks for the explanation, at least.

I think the Replace order is fine as it is, it was just my own misunderstanding. I mean, I said this wasn't Erfworld and guess I bought my own rhetoric and didn't consider the map as it was, only the map as I thought it would be. I won't be making the same mistake again, so don't worry about it.

Just a note that we found thine Luna to be particularly good. The level of detail, and use of tactics that matched the synergies of the units in an army thee did not design, all for the first ever strategy without so much as a practice run. Very well done indeed, and we look forward to seeing what the future shall bring.

D'awww, shucks. :blush:


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PostPosted: Tue Oct 14, 2014 1:57 am 
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Well, as long as it is slightly more useful, we were in a bit of a rush there! We hath been doing a few too many things all at once to be able to sit down and tidying up these things. Although we did go through and fix up (most) of the units on the site, there art a few that still display the wrong p/t, but there should no longer be any of that 0/0 business.

But the tale we promised! It's rather long >.>.
The Battle for Karesta

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PostPosted: Tue Oct 14, 2014 1:59 am 
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The rest


Why yes, 'rather long' as in 'exceeded the character limit' >.>. But the tale is drawn from players, actual strategies, and results from the Fifth War. It was particularly exciting series of battles for Red Base, quite a lot of back and forth, and finishing so very nicely. Enjoy!

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PostPosted: Tue Oct 14, 2014 10:51 am 
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To be honest, I'm kind of losing interest in this game because of how slow the pace is. I'm also getting more and more busy in real life due to other commitments. Is it possible for me to hand over my command to the other members of the Coalition?

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PostPosted: Wed Oct 15, 2014 11:47 am 
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Did you read the little letters at the bottom of the contract you signed? The part about leaving your soul behind if and when you quit?

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PostPosted: Thu Oct 16, 2014 3:03 am 
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Well, hath a chat to thy fellows about how thee want to divvy things up. We can make the turns go faster easy enough, what would be a better pace for thee? Around 10 days was just what the last one was (the wibbliness around movement made it a little longer), but depending how thee feel about the placement around weekends, can make it tight enough to go for a week per turn instead.

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PostPosted: Thu Oct 16, 2014 1:17 pm 
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I think I could maybe go a-turn-a-week, but with these first few I've not been able to work on the movement/strategies at all during the weekdays (this week being an exception because of a weird paperwork problem on my school's part).

So, I have to ask, because it's not explicitly stated in the wiki: the bonuses that occupied towns grant are only granted so long as an army occupies it, correct? Similarly, there isn't a special movement order to be given to armies occupying structures, are there?

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PostPosted: Fri Oct 17, 2014 2:05 pm 
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I could manage weekly turns as well, I'll remember to send movement this time :D

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PostPosted: Sat Oct 18, 2014 12:13 am 
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right now, my biggest problem is getting the site to work. I get redirects followed by timeouts at "cwg.net46.net"

If I could access it, weekly turns would be great.

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PostPosted: Sat Oct 18, 2014 1:47 am 
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Only get the bonuses of towns when occupied indeed. There used to be an 'closest army within three squares ...' but it never actually matter because none of them were left without an army sitting in it. The only special order is for portals as 'Garrison,' which works pretty much like intercept.

So where is the trouble popping up on the site? Murica passed on the derxis to another fellow, so he gave us net46 one instead. Although this means that all the code is under Tiggilian 'what happens what we do this?' But where is the problem occurring? We hath asked Murica to look into stopping the redirects from the army clicking on, he's looking into it, but the best advice is to us something like Adblock Plus.
Although if it is not getting even to that point, we suspect we would need to loot from thee the whole browser and that sort of thing too. We take it however that means thee would like a bit of an extension for that movement and strategies though?

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PostPosted: Sat Oct 18, 2014 12:52 pm 
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Firefox, whenever I try to load the site from bookmark or link to dexris. When I type in the net64 address, I get a 500 internal server error

"Internal Server Error

The server encountered an internal error or misconfiguration and was unable to complete your request.

Please contact the server administrator, [email protected] and inform them of the time the error occurred, and anything you might have done that may have caused the error.

More information about this error may be available in the server error log."

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PostPosted: Mon Oct 20, 2014 2:47 am 
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Hummm ... that's quite the poser, as we hath no idea why that would be the case, we use Firefox ourselves and we made sure to check that we didn't accidentally ban any IPs or something silly like that. Otherwise the code is the same as that in derxis. This is going to take a bit of exploring, and our usual brand of blind optimism in playing with things until it doth what we want. So thee might need to give us a bit to figure out something that will work, otherwise we might suggest pestering Pacone to do the movement, and any battle information that thee cannot get at.

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