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Thread: Gods, Guts and Glory - A tale of the Hebrides

  1. #201
    Representative Ankylosaurus dragonpaul99's Avatar
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    Re: Gods, Guts and Glory - A tale of the Hebrides

    Could we get a second extension on account of the mod refusing to answer or acknowledge not one but two separate pms from me?

  2. #202
    Representative Ankylosaurus dragonpaul99's Avatar
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    Re: Gods, Guts and Glory - A tale of the Hebrides

    On second thought, no, I'm done. Not playing a game anymore where the mod arbitrarily doubles people's armies for no reason. And where the mod fucks up orders and refuses to correct, acknowledge, or even respond to you after multiple pms, and even when his fuckup insures that you're losing at least 1 if not 2 territories on the very next turn. I'm fucking done.

    Not dropping out entirely on account of how horribly and unfairly it'd screw over some of my neighbors, but we're isolationists from now on. If anyone has a request, pm me and I'll see what I can do, but otherwise goodbye.

    Best of luck with everything guys. (Luck in this case meaning "A gift of a dozen free undeserved armies from the mod.")

  3. #203
    The l7r. is in. DenizenShipper's Avatar
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    Re: Gods, Guts and Glory - A tale of the Hebrides

    ^Turn them all into werewolves. It would be hilarious.

  4. #204
    Page of Bluff Ross_Varn's Avatar
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    Re: Gods, Guts and Glory - A tale of the Hebrides

    Yeah, I wasn't expecting him to just give me the city garrison.

    :I

    Sorry man. I definitely contributed to screwing this up for you.

  5. #205
    Avatar by Pharms : D Moderator ProfessorLizzard's Avatar
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    Re: Gods, Guts and Glory - A tale of the Hebrides

    Quote Originally Posted by dragonpaul99 View Post
    Could we get a second extension on account of the mod refusing to answer or acknowledge not one but two separate pms from me?
    From my experience, Gallo only reads the dozens of GGG related PMs before he starts updating. : S

  6. #206
    Lord High Plotmaster Galloglasses's Avatar
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    Re: Gods, Guts and Glory - A tale of the Hebrides

    Sorry about that dragonpaul, Professorlizzard is right I usually do not slog through my PMs until update day (as there is usually north of 40 or 50 pms this is understandable, as going through them bit by bit can get disasterous in the build up to update day when there are loads of last minute revisions by players), I didnt notice your PMs had questions because they were titled like normal War command PMs. Most of the time when a question is asked its either a seperate PM or the title has parenthesis denoting there is a question, these PMs are responded to instantly. Having now looked at your PMs I have answered your queries. Also, of note, your most recent PM was sent sometime last night while I was asleep.

    In addition, if Ross Varn and Mirdini are willing, I will dissolve the great city garrisons on a successful diplo-annex and give them the usual reward for capturing provinces.
    Last edited by Galloglasses; 06-16-2012 at 07:04 AM.
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  7. #207
    Mirdini's Avatar
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    Re: Gods, Guts and Glory - A tale of the Hebrides

    Quote Originally Posted by Galloglasses View Post
    In addition, if Ross Varn and Mirdini are willing, I will dissolve the great city garrisons on a successful diplo-annex and give them the usual reward for capturing provinces.
    I agree that giving us the full garrison is somewhat ridiculous - though the default one company for a large city that takes ~2x the turns and extra diplo-effort to capture seems a bit low. Would say two-three companies spawn from the town might be a fair compromise?

    and no dpaul don't leave us :< :<

  8. #208
    Lord High Plotmaster Galloglasses's Avatar
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    Re: Gods, Guts and Glory - A tale of the Hebrides

    Actually I would rather not have Dpaul leave us as he is one of the more successful players.
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  9. #209
    Representative Ankylosaurus dragonpaul99's Avatar
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    Re: Gods, Guts and Glory - A tale of the Hebrides

    Well I feel like an ass. Sorry for making a huge ordeal out of this everyone, especially Gallo.

  10. #210
    Aesop Formless Fable's Avatar
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    Re: Gods, Guts and Glory - A tale of the Hebrides

    We could put a tag on our PMs if we need a reply before the end of the turn, perhaps? Like putting {GGG} at the beginning of the subject or something.

  11. #211
    Lord High Plotmaster Galloglasses's Avatar
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    Re: Gods, Guts and Glory - A tale of the Hebrides

    It's better that folks state in parenthesis () whether or not there is a question that needs answering, makes it more obvious for me when I skim over the PMs as it sticks out more then {GGG}
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  12. #212
    Page of Bluff Ross_Varn's Avatar
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    Re: Gods, Guts and Glory - A tale of the Hebrides

    I'll remember that then, since I had a message out with questions.

    While ridiculously overpowering gimmicks are fun because WINNING, I play Lego wargames to get my kicks on that kind of thing. If we could cut the troop bonus for capture back to Mirdini's suggestion, I'm totally fine with it. Fair, Dpaul? Right! Let's have ourselves a good old-fashioned tiff!

  13. #213
    HAHAHAHAHAHAHAAAA! *cough* CSJ's Avatar
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    Re: Gods, Guts and Glory - A tale of the Hebrides

    WE HAVE FEHLED THE EMPRAH

  14. #214
    HAHAHAHAHAHAHAAAA! *cough* CSJ's Avatar
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    Re: Gods, Guts and Glory - A tale of the Hebrides

    Quote Originally Posted by Galloglasses View Post
    In addition, if Ross Varn and Mirdini are willing, I will dissolve the great city garrisons on a successful diplo-annex and give them the usual reward for capturing provinces.
    How about rolling a D6 - with the result being the fraction (out of six; rounded down) which stays with the diplo-annexed city - while the rest turn rogue/pirates/whatever? That would be hella fun.
    If you roll a low enough score that you'd otherwise get none, then you just get the normal city capture bonus. And a bunch of marauders wandering around your countryside.

    Also; I'm game to be a replacement for anyone now, seeing as unless the GREAT NAK IN THE SKY manages to let me survive despite not being able to meet order deadline. If Paul wants to leave I can fill in for him or anyone else really.
    Last edited by CSJ; 06-17-2012 at 10:15 PM.

  15. #215
    Mirdini's Avatar
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    Re: Gods, Guts and Glory - A tale of the Hebrides

    Yes, because the best solution to the cities being overpowered is to nerf them into the ground instead by RANDOMLY HARMING the players who spent two turns capturing them

  16. #216
    Page of Bluff Ross_Varn's Avatar
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    Re: Gods, Guts and Glory - A tale of the Hebrides

    It's a pretty imbalanced two turns when the rest of the world forgets that words have power and instead just ram their heads into the capital walls while we chase them down with magic infantry. I'm fine with nerfing the rewards- have we considered just having double the "normal conquest reward"?

  17. #217
    Lord High Plotmaster Galloglasses's Avatar
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    Re: Gods, Guts and Glory - A tale of the Hebrides

    Double the normal conquest reward has been locked in, so you get two units for every major city conquered during the revolution. Sides the other bonuses associated with having a major city province will make up for it in the long run (higher tax base and a single major city province counting as two provinces when it comes to recruitment per turn limits post-revolution)
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  18. #218
    Lord High Plotmaster Galloglasses's Avatar
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    Re: Gods, Guts and Glory - A tale of the Hebrides

    GGG and Citystates IRC channel





    "Things were not looking good for the Republic of Praegevium, having lost the sea battle it had recalled its remaining navy into port, and spread its forces over its territories and laid down exact preparations for an invasion. An invasion which never came, the mageocracy of Lucren was content to take its stolen warships and blockade the entirety of the Republic. Sides, at the time it was likely not a good idea for Lucren to invade, a court scandal involving a ponyfolk slave from Jox and two sewer serfs resulted in a public outcry unseen in many centuries, it was said that all the lands of Lucren where lit aflame in the resultant moral outcry, although that is probably only a legend. Probably. In either case, a young easterner from the city state of Veno had managed to set foot in the nation piror to the blockade, his name was one Leonardo Viatro, a skilled tactician and ones whose services The republic snapped up immediately. It is unknown what became of Praegevium's other general.

    But interestingly enough was the fate of the Barbarian hordes. In the western most Isle, the Kingdom or Resplendor, ever eager to expand its trading reach, gathered a formidable force in the ravaged city of Siccer in preparation for battle with the barbarian horde that blighted those lands. Another battle which never was, as the Barbarians slipped from sight of the Resplendoran scouts into the mountains to the south west. Little to anyone but the dwarves' knowledge, the barbarians met their ships on the far side of the great island, what they were doing there, well... one can only hope to find out. The remaining longboats of the Barbarian hordes, scoffing at the failure of their land loving brethern, decided to turn pirate and raid the nearby trade routes and shipping lanes.

    Meanwhile its brother Horde had been obliterated by the Beadian knights, who according to myth found in their horde a weapon of potent magical strength, which the Beadian general did take for his own, and lead his army into the capital of the wyrdfolk of the K'ddlrz. just as the K'ddlrz themselves where engaged in vicious battle with the wyrdfolk of Jahni, who tried to pull back their main force to their capital but where pinned by charging Boulderwooder cavalrymen into their flank, as the sole regiment that had capture Hoppr returned to the capital. The battle became incredibly fierce. The Boulderwooders, satisfied in conquering Bath and aiding the K'ddlrz, returned south to their lands, sending forces to their outlying Regions, especially bordering the Republic of Archeon. Speaking of the republic, it had retreated its army back to its capital while leaving a small force to gaurd the pass they had found, unfortunately, they had disturbed a clan of dire ogres which killed many of the regiment of infantry.

    Interestingly further to the south, the Allegorians and the Spiderfolk of Anoch'Itlan had called a ceasefire, although sovereigns of both nations were most definitely not impressed by the attitudes of the other, the Allegorians were allowed to disengage and return home from the battlefield. The Anochians however, waited for the Allegorians to disengage and march a bit to the south before giving chase, and catching the Allegorians by surprise, going back on their ceasefire. The battle would have been a slaughter if not by the completely unexpected intervention by the Dreadfolk of Jobsworth, whose sole regiment of infantry crashed into the back of the invading Anochian army, biding time for the remainder of Jobsworth's veterans from Moldar to join the fight. While tot he east, the Mercantile Empire of Port-town sent reinforcements to its battle at Kogannsan, but failed to encircle the Malakonian forces who advanced forward under shieldwall to protect their archers as the coal dust cloud dissipated, the battle then descended into bloody melee as just then a surprise intervention by the forces of the Wulfhold, long thought isolationist, the wolf warriors roved up the road from Kogannsan and smashed intot he back of Dorfan and Port-towner regiments, to the surprise of absolutely everyone involved.

    Ethidian Meanwhile, focused its entire might on the sole remaining hold of what was once the Viceroyalty of Sonn and would soon have Ipper in its grip, as the dragon worshippers of Azundraga broke the back of the Viceroy's beiseging army and conquered Sonn for Adoragon. Ethidian had its ship attempt to claim the great island it saw fit to dub as Hyrial. However the thick forest required stout expedition, one which the ship's crew alone could not conduct. Instead, the wily captains decided to circle the island to let the whole world know of Ethidian's intentions for the isle.

    And down south? hehehe, well, down south, that took some doing let me tell ye.

    The combined might of Durest and Velile evicted the Nakkians fromt he city of Nak, as the gates burst inwards and Velileans took the walls, the Nakkians had no time to fully entrap the city, but that which they did have in place slowed down the invaders long enough to allow the Nakkians to retreat, burning farmland along the way. The land had been poor to begin with, but this served to frustrate the invading forces. This was the case similarly int he south near Mastronere, the Mastronese had sent over half their remaining force on their free navy to the south to relieve their beleagured second navy from Ro-Zemar assault. The Ro-Zemar nation, anticipating the action and seeing Mastronere ships on the horizon, disengaged the sea battle and fled as the remaining troops in Mastronere set as much of the farmland on fire before retreating to their walled city as Ro-Zemars troops laid siege. Attempting to intercept the sighted Velilean navy to the north of Mastronere, the fleet attempted to sail tot he city of Jum to cut off the velilean attempt to gather troops there. However they failed to make the round trip in time, as the ships of Velile had just filled their ships full of warriors and were prepared to leave Jum's ports.

    In the midst of all this war and fury, the Queen of Durest desired the yet unclaimed forested isles of the southern colonies to belong to her kingdom. Dividng her navy and sending reinforcements tot he war in Nak, the remainder she sent to claim and explore these forested isles. What her troops found there were both disturbing and intriguing. Ancient ruins, incredibly ancient, yet with carvings that seemed as fresh as the day they were made all those eons ago, and faded pictograms displaying strange things. Troops returning from this 'conquest' report being greatly disturbed, having seen sigils which hurt the mind to look at and a pervasive 'presence' being sensed at each ruined city. The only good thing remotely known about these places was that the sense of magic was strong here. It was unknown at this time what these ruins would mean. But... well... we'll cross that bridge when we come to it.

    Eh? What? No! Fuck the tea, boy, get the Vodka.

    Wonders and miracles I tell ye"





    AUTHOR'S NOTE, READ OR DIE IN A FIRE
    Last edited by Galloglasses; 06-18-2012 at 03:08 PM.
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  19. #219
    some assembly required Carnegie's Avatar
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    Re: Gods, Guts and Glory - A tale of the Hebrides

    TURN 5 YEAAAAAAA BUDDY

    Nation Name - Leader Name - Player Name
    Cities (First listed is Capital) - # of Cities



    Now with 67% more Fustercluck Trade Agreements! (Deciphered just for you!)
    Last edited by Carnegie; 06-18-2012 at 02:09 PM.

  20. #220
    The l7r. is in. DenizenShipper's Avatar
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    Re: Gods, Guts and Glory - A tale of the Hebrides

    I think it would be less disturbing if the tentacles were all the same colour.

  21. #221
    Page of Bluff Ross_Varn's Avatar
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    Re: Gods, Guts and Glory - A tale of the Hebrides

    Tentacles?- ohshit

  22. #222
    Lord High Plotmaster Galloglasses's Avatar
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    Re: Gods, Guts and Glory - A tale of the Hebrides

    23 players left, I will be ending the revolution soon.

    If you have any planned wars that you wish to end quickly I would suggest doing so soon. once Revolution is over, ALOT of the restrictions players have to deal with will be removed (ok almost all restrictions), and it would be good to start the game proper with proper turns and not more war turns.
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  23. #223
    Aesop Formless Fable's Avatar
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    Re: Gods, Guts and Glory - A tale of the Hebrides


  24. #224
    Lord High Plotmaster Galloglasses's Avatar
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    Re: Gods, Guts and Glory - A tale of the Hebrides

    Quote Originally Posted by Formless Fable View Post
    It is not an artificial time limit, the revolution has and will last as long as it will until my bloodlust is satiated.
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  25. #225
    The l7r. is in. DenizenShipper's Avatar
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    Re: Gods, Guts and Glory - A tale of the Hebrides

    The king fumed as he marched the road the rest of the way back to the city, his cape still crusted with mire. "Blast that fool! At this rate, he'll get us ALL killed."

    Winston sprinted awkwardly catch up with the angry monarch.

    "I warned him about exactly this. And he seemed so reasonable in our correspondences."

    "In fact..." King Erumbect paused, sizing up a stone at his feet. "Are we sure that it is them?"

    "The spiders are fairly unmistakeable," his advisor replied, winded.

    "Ah yes. Well, make sure word of his treachery reaches the ears of the other rulers. I don't care how whiny we sound, just get the message out."


    King Erumbect's foot descended, sending the small pebble flying many yards down the road. It landed near a figure in castle uniform. The Royal Cartographer bowed quickly, clearly distraught.

    "Sire, tentacles have started appearing on all of the maps!"

    "Oh my! How much longer will they remain legible?"

    "6 to 8 weeks, by our estimate."

    "Oh, well that isn't so bad. Hire a team of monks to commit them to memeory. We'll deal with that later."


    "On the bright side, I think I'll be able to oversee this battle from my castle, if I yell loudly enough."

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