Malazan Empire: Eclipse III - Game Thread - Malazan Empire

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Eclipse III - Game Thread The third one!

#6301 User is offline   Galactic Council 

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Posted 27 September 2013 - 05:39 PM

View Posttwelve, on 27 September 2013 - 05:22 PM, said:

View PostGalactic Council, on 27 September 2013 - 04:37 PM, said:

Question about the crowded hex markers.

  • Use the A marker for Twelve and put his ships in that square (as they are now) and use the B marker for Tatts.
  • Use the A marker for both of them and put all their ships in the one box.
However, last night it occurred to me that this isn't a physical board. I can do several different things by duplicating the 001 hex and putting it in the large open space to the left of Mu Arae.

  • Move the pop cubes over to that hex and load the center one with ships.
  • Double the size of the duplicate hex and put the ships there.
  • variations on that theme.
Any preferences?





It's your baby. Do what looks best or feels right to you. You might want to consider putting all of Tappers ships in a crowded hex box too. Especially if he decides to pay me a visit as well.


I can't really go with what looks best to me. I run dual monitors so something that looks good to me might look way too busy for somebody on a single monitor. Here's what I'm probably going to go with:
Spoiler

This post has been edited by Galactic Council: 27 September 2013 - 05:48 PM

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#6302 User is offline   Vengeance 

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Posted 27 September 2013 - 05:57 PM

View PostGnaw, on 27 September 2013 - 04:16 PM, said:

View PostVengeance, on 27 September 2013 - 03:57 PM, said:

View PostGanoes Paran, on 27 September 2013 - 12:43 PM, said:

View PostMorgoth, on 27 September 2013 - 12:38 PM, said:

I haven't forgiven him yet. It's only been three-four years after all. The wounds are still fresh.


What since Morgoth? What do you prefer to be called by the way? Morg? Morgy? Morgoth? Super M :)


His most royal majesty, the light of the north, the bringer of radiance, Morgoth the great.


Of course that is just what your punny mind can comprehend and is considered acceptable if you utter it. The full brilliance of his name would render you insane if you where to hear it.


First, it's 'puny' not 'punny'. Second, so he's heard the full name already?


No your mistaken punny is correct. We know he doesn't have a puny mind.
How many fucking people do I have to hammer in order to get that across.
Hinter - Vengy - DIE. I trusted you you bastard!!!!!!!

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#6303 User is offline   Morgoth 

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Posted 27 September 2013 - 06:53 PM

My mind is glorious to behold! Bask in its radiance! Feel its warmth draw the chill from your bones and the life from your limbs. ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn

@ D'rek - If you wanted to be that close to me you should just have asked me out.
Take good care to keep relations civil
It's decent in the first of gentlemen
To speak friendly, Even to the devil
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#6304 User is offline   Morgoth 

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Posted 27 September 2013 - 06:58 PM

View PostGanoes Paran, on 27 September 2013 - 12:43 PM, said:

View PostMorgoth, on 27 September 2013 - 12:38 PM, said:

I haven't forgiven him yet. It's only been three-four years after all. The wounds are still fresh.


What since Morgoth? What do you prefer to be called by the way? Morg? Morgy? Morgoth? Super M :)


Just as I thought I was getting somewhere in a rather tense game of mafia, Khell decided to do a khell and burn it all down. Many manly tears were shed that day.
Take good care to keep relations civil
It's decent in the first of gentlemen
To speak friendly, Even to the devil
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#6305 User is offline   Galactic Council 

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Posted 27 September 2013 - 08:39 PM

Round 9

Turn 1
  • Tapper: Research Sentient Hull, middle track, please.
  • Change in VP: +2
  • Twelve: Research Nanorobots.
  • Change in VP: +1
  • CF: RESEARCH artifact key for 12 science. 5 science in bank + 9 money => 6 science + 3 materials => 1 science. + 20 materials please (2x homeworlds, ancient orbital, zeta draconis)
  • Khell: RESEARCH Wormhole Generator for 10 Science.
  • Change in VP: +1
  • GP: Move both dreads into GC
  • Morgoth: Research - Positron Computers, trading in Three materials for 1 science.
  • Change in VP: +1
  • D'rek: DEVelop Artifact Link
  • Change in VP: +X (x == 3 at the moment)
  • SS:
  • VP
    • Twelve - 39
    • D'rek - 36
    • CF - 31
    • Khell - 23
    • Tapper - 22
    • Tatts - 21
    • SS - 15
    • Morg - 9

Turn 2:

  • Tapper:
  • Twelve:
  • CF:
  • Khell:
  • GP:
  • Morgoth:
  • D'rek:
  • SS:

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#6306 User is offline   Galactic Council 

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Posted 27 September 2013 - 09:21 PM

New board posted.
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#6307 User is offline   Galactic Council 

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Posted 27 September 2013 - 09:46 PM

dammit. I fucked up hex 105 battle last round.

Khell didn't get to shoot one of the missiles down.

:)
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#6308 User is offline   Gnaw 

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Posted 27 September 2013 - 10:59 PM

View PostVengeance, on 27 September 2013 - 05:57 PM, said:

No your mistaken punny is correct. We know he doesn't have a puny mind.


First, it should be, "No, you're mistaken; punny is correct. We know he doesn't have a puny mind."

Second, I'm not so certain about that last part. He's suiciding just to take Twelve down. In favor of the person who destroyed him last game. When he's got the best shot at actually out pointing Twelve and win the game. He's either double and triple talking everyone or ....

And after all that crap he gave me for suiciding out on him. *shakes head*


Edit: Tatts, the above is intended as a joke. Please take it as one.

This post has been edited by Gnaw: 27 September 2013 - 11:21 PM

"Between stimulus and response there is a space. In that space is our power to choose our response. In our response lies our growth and our freedom." - Viktor Frankl
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#6309 User is offline   Galactic Council 

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Posted 27 September 2013 - 11:16 PM

View PostGalactic Council, on 23 September 2013 - 08:22 PM, said:

202 Fomalhaut Tatts vs cubes

Tatts vs cubes (1xR)
1d6: 6 [1d6=6]
http://orokos.com/roll/138541

Tatts takes hex

105 Zeta Herculis Khell single interceptor vs. Twelve single Dreadnaught (nukes present)
  • Orders: Khell (cannot retreat) - Learn to breathe in a vacuum
  • Orders: Twelve -
Missile round:
Twelve dread (4xY)
4d6: 14 [4d6=4, 3, 1, 6]
3 hits, 1 miss
interceptor destroyed.

Hydranians do not learn to breathe in a vacuum.

Twelve retains hex.


Missile round:
R8105 M1 Khell point defense (1xY)
1 miss.

3 hits, 1 miss
interceptor destroyed.

Hydranians do not learn to breathe in a vacuum.

Twelve retains hex.
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#6310 User is offline   Galactic Council 

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Posted 27 September 2013 - 11:20 PM

A bad, bad thing has happened.

I opened a Sam Adams.

And it tasted so good that I opened a second one very shortly after the first one became empty.

Disregarding GC for the next few hours might be wise.
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#6311 User is offline   cerveza_fiesta 

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Posted 28 September 2013 - 12:15 AM

@Gnaw,

I like your crowded hex idea. Have them next to the playerboard as close as possible to the hex they're replacing. That way we arent' scroilling around so much to find em.
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BEERS!

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#6312 User is offline   Galactic Council 

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Posted 28 September 2013 - 01:43 AM

View Postcerveza_fiesta, on 28 September 2013 - 12:15 AM, said:

@Gnaw,

I like your crowded hex idea. Have them next to the playerboard as close as possible to the hex they're replacing. That way we arent' scroilling around so much to find em.


Look at the latest board update. Is that sufficient? (I figure Tapper will be the next crowded hex whether it's his hex or one he's invading.)
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#6313 User is offline   Galactic Council 

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Posted 28 September 2013 - 03:55 PM

Looks like the weekend is going to be a wash. *shrug*

PM sent to SS. And wtf??


Quote

The following errors were found
The following users cannot use the messaging system: Tapper



Edit:

Quote

The member Tapper cannot receive any new messages


So it's just a full mailbox.

Edit 2: PM sent to Tapper by tacking onto an existing conversation.

This post has been edited by Galactic Council: 28 September 2013 - 04:31 PM

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#6314 User is offline   Galactic Council 

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Posted 28 September 2013 - 04:28 PM

View Postcerveza_fiesta, on 25 September 2013 - 11:32 AM, said:

@Gnaw,

RE your query about "who's right", it's an exceptional situation...usually things are more clear-cut when applying the ancient targeting rules. The rules state



One of the other players rolls the dice for the Ancients and the GCDS. If possible, the dice are assigned so that your Ship(s) are destroyed, the largest possible first. If no Ships can be destroyed, the dice should be assigned to inflict as much damage to your Ships as possible, the largest possible first.

So by one interpretation, you should prioritize killing as *many* ships as possible. In my original 4-hit scenario it would be correct to kill both interceptors and 1 cruiser.

By another interpretation, you should prioritize killing the large ships first if any ships can be destroyed. The 4-hit scenario made it possible to kill 2 cruisers, so it would be correct to leave the interceptors alone and kill only the 2 cruisers.

As for which is the proper interpretation, I'm not sure, but the conflict of interpretation is probably pretty rare in practice. I think it's best to just leave it to the mod to interpret case-by-case unless it might confer some unfair advantage in one of his/her own battles. If the mod is in conflict just leave it to the group or arbitrarily pick the most advantageous scenario for the player/ancient to which it applies.




The "Who's right?" was supposed to be directed to everyone. Especially IH since he plays the game a fair bit.

It's the part in blue that's got me bothered. Seeing as how I'm semi-modding this one and doing the next game. I'm going to spend a little time over at boardgeek to see if there is some information on this. The only way I could see this coming up in a physical game is if the player went to the store, pick up kids, some other errand.

What I would like to do if there's not a better interpretation out there is package the two interpretations into an Option A and Option B. Then either declare one of them to be the game default or have each player pick which one they'd prefer to have as default for them for the entirety of the game.

I'm also not happy with the way I handled rep draws. D'rek cleared me up on the one error I was making. But it's unwieldy as I did it. How did all y'all handle that in games 1, 2, and in the early rounds of this one? (I wasn't worrying about VP because I knew I wouldn't have a chance at them mattering much. So I really wasn't paying attention when you handed them out.)
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#6315 User is offline   Tapper 

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Posted 28 September 2013 - 05:38 PM

Provisional: I will build a dread in my home planet after SS's turn.
Everyone is entitled to his own wrong opinion. - Lizrad
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#6316 User is offline   twelve 

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Posted 28 September 2013 - 06:00 PM

Provisionally research monoliths
Tech mission complete.
I don't know what I'm doing but it sounds good.
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#6317 User is offline   Galactic Council 

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Posted 28 September 2013 - 06:36 PM

Round 9

Turn 1
  • Tapper: Research Sentient Hull, middle track, please.
  • Change in VP: +2
  • Twelve: Research Nanorobots.
  • Change in VP: +1
  • CF: RESEARCH artifact key for 12 science. 5 science in bank + 9 money => 6 science + 3 materials => 1 science. + 20 materials please (2x homeworlds, ancient orbital, zeta draconis)
  • Khell: RESEARCH Wormhole Generator for 10 Science.
  • Change in VP: +1
  • GP: Move both dreads into GC
  • Morgoth: Research - Positron Computers, trading in Three materials for 1 science.
  • Change in VP: +1
  • D'rek: DEVelop Artifact Link
  • Change in VP: +X (x == 3 at the moment)
  • SS: none yet
  • VP
    • Twelve - 39
    • D'rek - 36
    • CF - 31
    • Khell - 23
    • Tapper - 22
    • Tatts - 21
    • SS - 15
    • Morg - 9

Turn 2:

  • Tapper: Provisional: I will build a dread in my home planet after SS's turn.
  • Twelve: Provisionally research monoliths Tech mission complete.
  • Change in VP: +2
  • CF:
  • Khell:
  • GP:
  • Morgoth:
  • D'rek:
  • SS:

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#6318 User is offline   Gnaw 

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Posted 28 September 2013 - 06:57 PM

View PostTapper, on 28 September 2013 - 05:38 PM, said:

Provisional: I will build a dread in my home planet after SS's turn.


2 dreads with 2x interceptor.

4 cruisers.

Dreads and cruisers == 2 hexes per move


I have no clue what he's planning. But it's gonna leave a mark.
"Between stimulus and response there is a space. In that space is our power to choose our response. In our response lies our growth and our freedom." - Viktor Frankl
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#6319 User is offline   Gnaw 

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Posted 28 September 2013 - 07:01 PM

View Posttwelve, on 28 September 2013 - 06:00 PM, said:

Provisionally research monoliths
Tech mission complete.



Interesting. I didn't see that coming; at least not this soon.
"Between stimulus and response there is a space. In that space is our power to choose our response. In our response lies our growth and our freedom." - Viktor Frankl
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#6320 User is offline   Imperial Historian 

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Posted 28 September 2013 - 07:03 PM

View PostGalactic Council, on 28 September 2013 - 04:28 PM, said:

View Postcerveza_fiesta, on 25 September 2013 - 11:32 AM, said:

@Gnaw,

RE your query about "who's right", it's an exceptional situation...usually things are more clear-cut when applying the ancient targeting rules. The rules state



One of the other players rolls the dice for the Ancients and the GCDS. If possible, the dice are assigned so that your Ship(s) are destroyed, the largest possible first. If no Ships can be destroyed, the dice should be assigned to inflict as much damage to your Ships as possible, the largest possible first.

So by one interpretation, you should prioritize killing as *many* ships as possible. In my original 4-hit scenario it would be correct to kill both interceptors and 1 cruiser.

By another interpretation, you should prioritize killing the large ships first if any ships can be destroyed. The 4-hit scenario made it possible to kill 2 cruisers, so it would be correct to leave the interceptors alone and kill only the 2 cruisers.

As for which is the proper interpretation, I'm not sure, but the conflict of interpretation is probably pretty rare in practice. I think it's best to just leave it to the mod to interpret case-by-case unless it might confer some unfair advantage in one of his/her own battles. If the mod is in conflict just leave it to the group or arbitrarily pick the most advantageous scenario for the player/ancient to which it applies.




The "Who's right?" was supposed to be directed to everyone. Especially IH since he plays the game a fair bit.

It's the part in blue that's got me bothered. Seeing as how I'm semi-modding this one and doing the next game. I'm going to spend a little time over at boardgeek to see if there is some information on this. The only way I could see this coming up in a physical game is if the player went to the store, pick up kids, some other errand.

What I would like to do if there's not a better interpretation out there is package the two interpretations into an Option A and Option B. Then either declare one of them to be the game default or have each player pick which one they'd prefer to have as default for them for the entirety of the game.

I'm also not happy with the way I handled rep draws. D'rek cleared me up on the one error I was making. But it's unwieldy as I did it. How did all y'all handle that in games 1, 2, and in the early rounds of this one? (I wasn't worrying about VP because I knew I wouldn't have a chance at them mattering much. So I really wasn't paying attention when you handed them out.)


Well the ancient targetting rules are pretty useless, when I play we normally let another player resolve what the ancient is going to shoot at.

But my understanding is that hits are assigned to destroy the largest ships first if possible (so dread>cruiser>starbase>int), once all possible large ships are destroyed, the hits are assigned to smaller ships if they can be destroyed, or the larger ship is damaged. So the ancient targetting would have killed both cruisers. Generally this works as large ships are more valuable, so if an ancient kills a large ship it hurts the player more.

However this is sub-optimal, and doesn't pay attention as to the best ships to destroy (for example if someone had hit for 3 damage, and the choice was to kill one IH cruiser which wasn't upgraded much, or 3 interceptors heavy on computers, a player would kill the interceptors, but the ancient would kill the cruiser) which is why I never play with ancient targeting. I suggest people should put in provisional targetting orders, or let the mod decide which ships to target, I wouldn't recommend using ancient rules.
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