Divinity Forge Game 2

Game Master Alosvalophos

Competitive world building where gods do battle to ascend to true divinity.


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umm for combat i think the numbers are a bit wrong.
mogar 2 weapon 2 base, 2 base armor
Fraemaour 2 weapon 2 base, 2 base armor 4 armor.

so fraemour has +4 weapon then -2 from my armor = 2. need to roll higher then the target number so a 3 kills


Mogar:

Your base 2 armour is undercut by weapons +2.

Base 2 def - 2 Frae weapons = 0 + 1 (minimum) = 1 fails.

Contrariwise, it goes:

base 2 defense + Frae's armour 4 = 6 - 2 Mogar weapons = 4 fails.


Mogar,

You don't get an extra dice roll this turn. You weren't at 36+ pop. You were at 35 last turn.

-2 power.


Need to double check the map vrs my turn before I go again. I think I lost of couple of population in a few of my cities. Next time.

Oh, and Mogar, I just finished my turn, so I took the +7 for turn bonus.


I was just saying to myself on the last turn "Mogar should build little island settlements all over the map." Nicely done.


Utatnaphor, The Wandering One wrote:

Need to double check the map vrs my turn before I go again. I think I lost of couple of population in a few of my cities. Next time.

Oh, and Mogar, I just finished my turn, so I took the +7 for turn bonus.

If you find any mistake I made, tell me and I shall change map accordingly. I followed your pop totals, though, as you made no mistake that I caught last turn.


Darjuu,

As the rules state, you need no power whatsoever if you have no settlements/population to restart.

Create people is free if you have 0 pop.

Please do your turn again so you can restart your civilization. I'll PM you this info, too.


So, just to clarify: 0 pop = create people is free.

You cannot, properly, be annihilated in Divinity Forge. You can begin a turn with 0 people, but you shall have people in the turn provided you cast the miracle Create People and a tile remains on the map. If no tile remains on the map, the GM will make more tiles.

There's no distance cost for create people at 0 pop.


Warlord,

Do me a favour and show us the math on science stuff and such. Because from my calculations, you can't get your last advancement.

11 - 9 = 2

17 - 10 = 7

19 - 11 = 8

17 - 12 = 5

10 - 13 = -3


3 Science left from past turn
ADVANCEMENT A1 - Science 4
ADVANCEMENT A2 - Science 4 = 11 - Cost 9; Armor +3 (2 Science left)
ADVANCEMENT A3 - Science 4
ADVANCEMENT A4 - Science 2
ADVANCEMENT B1 - Science 4 = 12 - Cost 10; Armor +4 (2 Science left)
ADVANCEMENT B2 - Science 5
ADVANCEMENT B3 - Science 4 = 11 - Cost 11; Armor +5 (0 Science left)
ADVANCEMENT B4 - Science 4
ADVANCEMENT C1 - Science 4
ADVANCEMENT C2 - Science 4 = 12 - Cost 12; Weapons +1 (0 Science left)
ADVANCEMENT C3 - Science 5
ADVANCEMENT B2 - Science 5 = 10 Science left

I think my math was correct but please correct me if I was wrong in any area.


The Warlord wrote:

3 Science left from past turn

ADVANCEMENT A1 - Science 4
ADVANCEMENT A2 - Science 4 = 11 - Cost 9; Armor +3 (2 Science left)
ADVANCEMENT A3 - Science 4
ADVANCEMENT A4 - Science 2
ADVANCEMENT B1 - Science 4 = 12 - Cost 10; Armor +4 (2 Science left)
ADVANCEMENT B2 - Science 5
ADVANCEMENT B3 - Science 4 = 11 - Cost 11; Armor +5 (0 Science left)
ADVANCEMENT B4 - Science 4
ADVANCEMENT C1 - Science 4
ADVANCEMENT C2 - Science 4 = 12 - Cost 12; Weapons +1 (0 Science left)
ADVANCEMENT C3 - Science 5
ADVANCEMENT B2 - Science 5 = 10 Science left

I think my math was correct but please correct me if I was wrong in any area.

Yep. Checks out. I was confused by how you had calculated it in turn.


Darjuu,

You gain science on the next turn from the volcanos. The volcano is like the religion bonus: It starts at the very beginning of the turn.


Iazamaz hasn't posted yet, so I won't be doing the turn just yet. However, I might begin calculating it soon in odrer to cut down on the amount of time I have to work on it.


Oops.getting to it now.


Iazamaz, he who walks among us wrote:
Oops.getting to it now.

Oh, sweet. Then I guess a new turn by the morning after Iazamaz's! I will be eating supper and maybe playing some Age of Empires, then I'll do all the necessary calculations, which take quite a while to do.

Could be as quick as around 1 or 2 am, but I might do most of the calculations while watching a movie later tonight.


Done!


Sweet. I'll be posting results soon.


Darjuu, I will hit you up with a quest once you post your Turn 8 move again.


Whoops. That was supposed to be PREVIEW, not POST! I'm second this turn.

Also, J1 Should have had 3 armies at the begining of the turn, not 1


I suppose I will add +2 to my Remaining Power score, then.


Utatnaphor, The Wandering One wrote:

Whoops. That was supposed to be PREVIEW, not POST! I'm second this turn.

Also, J1 Should have had 3 armies at the begining of the turn, not 1

Corrected. Sorry! I forgot to move those Syphinx over for ya.


The Warlord wrote:

WTF! I have been reducing my population for creating armies all along, never again.

Uh, you have been?

Oh s*$@: I know why I didn't realize. You were only making one army at a time and was going based on your final pop totals that I wasn't seeing any reductions.

Jeez, man, I am sorry to not have told you. Sincerely. But yeah, armies do NOT reduce population.

Okay, I see why I never noticed it:

CREATE ARMY B4 - Cost 2 - Population 2

I was assuming your "population 2" was a reference to justify your army build.

Take +10 power this turn to make up for it.


Alosvalophos wrote:
The Warlord wrote:

WTF! I have been reducing my population for creating armies all along, never again.

Uh, you have been?

Oh s@*%: I know why I didn't realize. You were only making one army at a time and was going based on your final pop totals that I wasn't seeing any reductions.

Jeez, man, I am sorry to not have told you. Sincerely. But yeah, armies do NOT reduce population.

WHAT??

But the rules said that you traded Pop for Army, I thought?


Niteflier wrote:
Alosvalophos wrote:
The Warlord wrote:

WTF! I have been reducing my population for creating armies all along, never again.

Uh, you have been?

Oh s@*%: I know why I didn't realize. You were only making one army at a time and was going based on your final pop totals that I wasn't seeing any reductions.

Jeez, man, I am sorry to not have told you. Sincerely. But yeah, armies do NOT reduce population.

WHAT??

But the rules said that you traded Pop for Army, I thought?

Create Armies (2 per army, plus the tile’s difficulty). Places a number of armies in the settlement’s tile. You may create no more armies in one turn than half the settlement’s population (round up) with this ability.

Nope. You just can't make more than half the population of the tile, rounded up.

Accordingly: 7/3 = 3.5 = 4. You can make 4 armies there.

Have you also fallen victim to this? Christ, how have I -not- noticed this?

Let me look over your turn.

Yep. Same situation.

I1 Pop 4
Create Army Power Used 4 Armies created: 2 (Scrubland)
Grow City Power Used: 1 (Agri +3 Survival +4)
Move Army to J1 DC:2 1d6 ⇒ 1
End I1 Army 2 Pop 4

You start with the pop and end with the pop. This is the kind of thing I skim over to check totals, and if nothing looks especially off, I say "good, this seems right!"

Yeah.

Take +10 power, too.

TIME TO ADD THIS IN THE RULES!


Rules changed so it is abundantly clear.

Christ, guys, I am sincerely sorry for not catching this. It didn't catch my eyes.

Actually, for those of you who screwed up on this point (Iaz, Uta, War) take +10 power and 1 free advancement. This is a pretty major error I didn't catch, and this will help you catch back up.


You can take your bonus this turn or next, whichever you'd prefer. Edit as necessary.


Oh sweet. Thanks!


Ok, I guess I will edit my turn as I also just noticed my own quest or is that for the next turn?


That's for this turn.


Okay. I am going to go for a while. I shall be back tonight.

We have two more players left to post (Darjuu for two turns) and Mogar.

Warlord, you are going to edit your post, so feel free.

If everyone posts, I'll post a new turn tonight or whatever. If not, it'll be tomorrow!


Hey everyone, sorry for the sudden disappearance last night. Just letting you all know that I'm still alive, but I'm going to have to take a break from the game today. My mind is a little frazzled for RP and I just need a little time off. Hopefully by tomorrow I'll be recharged and ready to go.


Darjuu wrote:
Hey everyone, sorry for the sudden disappearance last night. Just letting you all know that I'm still alive, but I'm going to have to take a break from the game today. My mind is a little frazzled for RP and I just need a little time off. Hopefully by tomorrow I'll be recharged and ready to go.

That's fine.


Okay guys, so update: we're waiting on Darjuu and Mogar.

I am going to try to figure out a quest for Darjuu before his last turn is even posted to make sure he can do two turns in rapid succession to catch up with everyone.

I hope we'll be ready for an update tonight.


Uh, scratch that. Without Darjuu posting his first turn, I really can't give a quest as I don't know what position he'll be in.


Okay, Darjuu, since you already moved...I'll just give you a quest this coming turn. This way I can start updating the turn without waiting.


i have learned a few things from this game. mostly that i dont like playing a "risk" kind of game on a play by post did not know that about myself. also this is not the kind of game that you can be a player in and dm, no matter how fairly you think everything is set up and the actions you do is, it can be seen favoring your player side.

I see this game as done with the plants winning, to the point that it is not even a contest anymore just waiting till the gm says the game is over and he wins. this is not saying i cant win, it is me saying no one else can win at all, the amount of settlements that he has, the science that can be pumped out ect.

a few notes to possibly improve the game.
1 when placing people for the starting area make sure they have at least 5 spots they can move to that is within 2 of there starting land so they have a chance to grow and not be stuck like iaz was.

2 have it so there is a buffer of at least 2 squares between each player or more if possible.

3 make a new miracle that makes new land say for about 20 points, the land would be the players favored land or any kind of adjacent land as an idea.

4 on that note move the starting map over so that you leave yourself room to make the map bigger latter on as needed in every direction.

5 let players roll there own attack dice, and if the defending player wants to have them roll there own defense dice in response.

6 let the turn biased power die off, and have all actions such as smites happen when the player says they do, this way when a player does smite someones settlement before the other players turn the person being smited cant just grow populations and shield making it take 2 more smites just because the second player knew it was coming, where as if a player smited someone that went before them the first player has no way to respond.

7 have it so settlements made in the turn cant be attacked until the player who made them acts once more. that way people can expand without fearing losing what they just made, and it is a little silly thinking that the armys are directed personally by the gods to go attack a place that the population knows nothing is there.

and with all of that, i am bowing out, leaving my population there for others to grab as they can. i am looking at you iaz


Mogar goblin mother wrote:

i have learned a few things from this game. mostly that i dont like playing a "risk" kind of game on a play by post did not know that about myself. also this is not the kind of game that you can be a player in and dm, no matter how fairly you think everything is set up and the actions you do is, it can be seen favoring your player side.

I see this game as done with the plants winning, to the point that it is not even a contest anymore just waiting till the gm says the game is over and he wins. this is not saying i cant win, it is me saying no one else can win at all, the amount of settlements that he has, the science that can be pumped out ect.

Uh. There's like 10 more turns or so. There's one player with 110 power in reserve, and Celios has more science than Fraemaour by far. The point total favours Fraemaour heavily right now, but that can turn pretty damn quick in the span of 10 turns, when we have NPCs a plenty on the field.

I mean, I hate to lose you on this. I hope you reconsider.

Quote:

a few notes to possibly improve the game.

1 when placing people for the starting area make sure they have at least 5 spots they can move to that is within 2 of there starting land so they have a chance to grow and not be stuck like iaz was.

Thank you.

Iazamaz had 3 spaces of his volcanoes + several crater types right nearby. If you'll note, everyone had their first type of stuff + near stuff from their start point.

Quote:
2 have it so there is a buffer of at least 2 squares between each player or more if possible.

There was at least 4 buffer spots between every player's start point, I believe.

Quote:
3 make a new miracle that makes new land say for about 20 points, the land would be the players favored land or any kind of adjacent land as an idea.

New land as in new land entirely off the map? Or a new settlement?

4 on that note move the starting map over so that you leave yourself room to make the map bigger latter on as needed in every direction.

I can do that easily with just adding new rows/columns.

5 let players roll there own attack dice, and if the defending player wants to have them roll there own defense dice in response.

End-of-turn resolution would be too difficult.

Quote:
6 let the turn biased power die off, and have all actions such as smites happen when the player says they do, this way when a player does smite someones settlement before the other players turn the person being smited cant just grow populations and shield making it take 2 more smites just because the second player knew it was coming, where as if a player smited someone that went before them the first player has no way to respond.

Well, considering you have to counter the smites...it seems like it's already settled. I mean, it isn't like it is FREE to absorb a smite. The player has to respond significantly to do so. So I don't know if this makes the game better in anyway.

Quote:
7 have it so settlements made in the turn cant be attacked until the player who made them acts once more. that way people can expand without fearing losing what they just...

Or how about: New settlements start with 1+ army? That way, they can't just be bulldozed.


Mogar,as a player who considered quiting myself, I can safely say that there is still chance for recovery in this game. I hope you reconsider and continue to join us in the game.


Sorry guys, still updating the turn. Will take me a bit more. Had to get some work done.


Should be about 30 minutes until I am done updating the turn. Updating the rest of the map as we speak.


New turn is posted. Mogar, I hope you'll join us this turn. If not, I'll wipe you from the board.


I hope you stay, Mogar! Plenty of time left for the game to change.

Oh, and with all the confusion about armies, could someone check over my turn?


Niteflier wrote:

I hope you stay, Mogar! Plenty of time left for the game to change.

Oh, and with all the confusion about armies, could someone check over my turn?

I corrected your pop total for one settlement.

Oh, you mean the new one. Give me a second. I'll check.


I1: You can't create 8 armies from a 4 population tile. Because it's scrubland, you could create 3.

Scrubland's bonus is: You can create 1 more army than normal. So 4/2 = 2 + 1 (scrub) = 3.

I3 is okay due to 5/2 = 2.5 = 3 + 1 = 4.

J3: Too many.


Ah, I1 is Power used: 8; and Armies Created: 4
Since I grew I1 to 5 before I created the armies, it should be good, then? J3 is the same, it looks like.


Utatnaphor, The Wandering One wrote:

Ah, I1 is Power used: 8; and Armies Created: 4

Since I grew I1 to 5 before I created the armies, it should be good, then? J3 is the same, it looks like.

Do do do do...checking checking checking.

5/2 = 2.5 = 3 + 1 = 4.

Yeah, that's fine.

Ditto with J3.

All clear now. To be clearer in the future, perhaps use colons? power used: 6. Create: 3 armies. Something like that.

Thanks for the handy-dandy turn summary at the end, too. Makes it easier to get everything up on the map.


Yeah, I forgot the turn summary last turn... and this turn I forgot the colons. Eh, give and take.


Utatnaphor, The Wandering One wrote:
Yeah, I forgot the turn summary last turn... and this turn I forgot the colons. Eh, give and take.

It's fine. We've clarified!


I'm still kinda surprised no-one else has gone. Usually two or three of us post right away!


There should be a cap on the advacements at 6, what is the point of having Survival 4+ or Weapons +9?

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