Erfworld Game

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Re: Erfworld Game

Postby Azgrut » Mon Mar 01, 2010 11:04 am

Maybe it is a good idea to pile up all the specials we have thought of by now so we have a list of them.

Specials in this list should be the non magic specials. So the Natural X mancy should not be added since that is something of a specific unit.

Those of what I know of now are:

Spoiler: show
Mount: Allows a rider to fight along side it. A non heavy non mount unit can ride a unit with the mount special even if he does not have the Rider special but it will suffer a -4 to combat and defence.

Rider: Allows riding a mount without the -4 combat/defence penalty.

Leadership: Allows the unit to command other units. Warlords will add their leadership bonus to all other units in his stack (not to himself).

Toxin: The toxin unit(s) will inflict additional damage on the enemy unit the turn after the battle. Even if the toxin units perished (needs work).

(Terrain) Capable: Does not suffer terrain penalties.

Frightening: Reduce leadership and/or stack bonus.

Dance fighting: If a commanding unit and his whole stack can dance fight, the whole stack will recieve a +6 bonus (need work!)


There are more. I am sure about this.
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Re: Erfworld Game

Postby BLANDCorporatio » Mon Mar 01, 2010 11:08 am

Here's more

Spoiler: show
Builder: reduce city build/upgrade cost by 2%. Up to 20% reduction possible by stacking units with this special.
Surveyor: increase output of a resource point by 2%. Up to 20% reduction possible by stacking units with this special.
The whole point of this is lost if you keep it a secret.
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Re: Erfworld Game

Postby Crovius » Mon Mar 01, 2010 2:13 pm

If anyone cares to ask I'm curious if anyone has:

Made a second city, or a third for that matter?
Had an engagement?
Built a Mine?
Built a Wharf?
Built a Lumbermil?
Built farms?
Met a potential Ally?
-Wipe them out?
-Ally with them?
- Ally witht hem after doing actual negotiations instead of just agreeing to whatever they wanted?
Popped their 1st Warlord?
Run into another player?
-Fight eachother?

Mind you I'm just curious, feel free to not answer any, be vague if you do answer, or be detailed and gushy. I'm not trying to meta game, I swear. I just was wondering if I'm doing well compared to everyone else or if I need to start working harder.
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Re: Erfworld Game

Postby Azgrut » Mon Mar 01, 2010 2:17 pm

Already answered it in another topic.

I had a question though. What are the rules of the archery special?
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Re: Erfworld Game

Postby Crovius » Mon Mar 01, 2010 2:27 pm

Hm... "Units with archery can hit Flying units in the same Hex."

Other than that th erest below is not really needed but can be considered.

Any unit can throw something at an enemy but takes a (insert really big penalty here, like -10) to their attack because they are trained for melee, not ranged combat. Units with Archery don't have this penalty to ranged attacks.
Units with Archery always are the last stack hit by an enemy stack not being led by a Warlord. (Since Warlords allow their stack to specify who they hit)
Units with Archery can attack from the Walls or another Defensive location without enemy units being acle to hit back.
Units with archery can hit an enemy stack that melee units would not necessarily be able to reach (enemy archers, units up on a wall)

Those are just some thoughts.
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Re: Erfworld Game

Postby Kaed » Mon Mar 01, 2010 2:37 pm

All that stuff with the archery works, with a couple of things added/changed.

As mentioned back in the summer updates, units without the Archery skill have such an amazingly low chance to hit with a projectile that it would be implausible to try unless the attacks were en masse from a wall.

Units with Archery have a 75% chance to hit with an attack.

On Dittomancy - Doubling arrow volleys gives the secondary copies a 35% chance each to hit. Quadrupling the arrows gives the teiriary arrows a 15% to hit. This involves alot of rolls in mass combat, so some form of mathematical construct will be needed to simplify it. But no hurry on that right now.
UNLESS someone like you cares a whole awful lot, nothing is going to get better. It's not.
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Re: Erfworld Game

Postby BLANDCorporatio » Mon Mar 01, 2010 3:41 pm

Crovius wrote:If anyone cares to ask I'm curious if anyone has:

Made a second city, or a third for that matter?
Had an engagement?
Built a Mine?
Built a Wharf?
Built a Lumbermil?
Built farms?
Met a potential Ally?
-Wipe them out?
-Ally with them?
- Ally witht hem after doing actual negotiations instead of just agreeing to whatever they wanted?
Popped their 1st Warlord?
Run into another player?
-Fight eachother?

Mind you I'm just curious, feel free to not answer any, be vague if you do answer, or be detailed and gushy. I'm not trying to meta game, I swear. I just was wondering if I'm doing well compared to everyone else or if I need to start working harder.


For the sake of argument, let's count the joke turns and then, in no particular order, the answer to your questions are
7 NO
6 YES
The whole point of this is lost if you keep it a secret.
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Re: Erfworld Game

Postby Crovius » Tue Mar 02, 2010 12:13 pm

So who are we waiting on?
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Re: Erfworld Game

Postby Ehbobo » Tue Mar 02, 2010 4:07 pm

Not sure, but I think we're waiting for Kaed to send you and turbler turn 19.
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Re: Erfworld Game

Postby Azgrut » Tue Mar 02, 2010 4:40 pm

19! I thought you guys were stuck somewhere at 14 or something.

That means I can have a go soon :).
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Re: Erfworld Game

Postby Kaed » Tue Mar 02, 2010 6:41 pm

Sorry guys, I'll get right on that now.
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Re: Erfworld Game

Postby Crovius » Wed Mar 03, 2010 5:13 pm

So the city will just pop into existance when I amke it right? Cause I'm planning to start on mines next, and should get my Warlord in my next turn.
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Re: Erfworld Game

Postby Sinrus » Wed Mar 03, 2010 5:15 pm

Crovius wrote:So the city will just pop into existance when I amke it right? Cause I'm planning to start on mines next, and should get my Warlord in my next turn.


You're making a new city already? I have a site planned out, but it'll be another turn or two before I can build it.
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Re: Erfworld Game

Postby Ehbobo » Wed Mar 03, 2010 5:16 pm

Yes, it'll immediately appear. It's basically leveling up a city from 0 to 1, happens instantly.
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Re: Erfworld Game

Postby Crovius » Wed Mar 03, 2010 5:32 pm

Yeah, I found a good sight a few turns ago, and thanks to a Lv 2 city and mines (which are so worth the 8 round wait time) I'll have a very strong income. Even with supporting a natural ally. And moving through mountain hexes without taking -3 to move also helps I suppose.
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Re: Erfworld Game

Postby Azgrut » Wed Mar 03, 2010 5:34 pm

Level 2 city? Pfuah, mine is level 4 almost 5 already and I have almost got my 3rd city build. I already have 3 stacks of D units build.

(Just don't take this sentence up here serious okay? :P)
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Re: Erfworld Game

Postby BLANDCorporatio » Wed Mar 03, 2010 5:35 pm

Laugh while you can. :P
The whole point of this is lost if you keep it a secret.
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Re: Erfworld Game

Postby Azgrut » Wed Mar 03, 2010 5:44 pm

I just hope you guys are soon ready with your turn 21 so I can have a go again :).
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Re: Erfworld Game

Postby Crovius » Wed Mar 03, 2010 5:46 pm

I'm waiting for my turn 20 to start. I've spent so much time exploring I'm ready to take advantage of all the mountains I have. They are a natural defense I enjoy having, especially with my lack of any fliers. And mounts (I don't really plan on making ANY mount units.)
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Re: Erfworld Game

Postby Ehbobo » Wed Mar 03, 2010 5:57 pm

BLAND and Sinrus have taken their turn 20's, so I guess we need yours and turbler's and we'll be ready for you Az.
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