Read the manual.
(I have no idea if it is explained there or not - I’m just trying to be accommodating)
I’ve never played a cumulative VP game, but I seem to recall reading about some in which a sudden, rather early, end of the game came as quite a surprise to many of the players.
Actually, I figured it out in the game itself; VPs are accumulated each summer. Doesn’t say whether you have to own the VPs at the start or at the end of the summer turn, however.
FAQ you.
Long story short, you have the email your pretender to the server. Also, I set a date of the 20th as a deadline, so you’re not late yet.
Indeed, cumulative VPs means VPs are awared once a year and permanently to a player. 8 may not seem like a lot, but with the resource heavy nature of Atlantic Fervor players will reach “end game” and the associated micro-heavy and limited tactics gameplay quicker. 8 might not seem like a lot, if you figure 2 VP per player, the most anyone will have by the first tally is 2, then maybe an fast player with get lucky and have as many as five by the next tally putting them at 7, but that requires a lot of luck in VP placement. More likely the winner will go to somebody who can conquer three nations, or half the game. At that point, I feel like they should be in a position to win outright. Or force the rest of the world out of their shells to take action and keep the gameplay going.
Yeah – I like the sound of the cumulative approach a lot. Reminds me of Pax Ermor, the status of which I don’t even know, that has three (important) players left (me as Eriu, ron debry as Ermor, and Dire Aussie as R’lyeh), and which has taken over a year. Maybe we should call that one a draw?
Could someone explain to me why my archers advance on the enemy after two ranged attacks when given the “Hold and attack” order? They are ranged units; why are they advancing to melee range? Will they not fire at units that are engaged in melee?
Also, how many rounds of ammunition do ranged units have?
I think “attack” necessarily tells units to use their melee weapons.
Click on the archer unit and then click on the weapon they are wielding to see the number of rounds available.
I should be using the Fire command if I never want them to advance, but my manual doesn’t explain the entire Fire command. From my manual:
Fire* - Missile units will fire at a target until they are out of missiles. If an enemy is
If an enemy is what? Does anyone’s manual have the complete text for the Fire command on page 60? And how many rounds of ammunition do ranged units have?
I answered your “rounds” question in the quote of mine you quoted.
Indeed, “Attack” means move into melee range and do just that. In general, Archer units should be scripted to “fire” and be done with it. If you’re OK with them doing melee duty as well, just put them upfront and let the enemy come to them.
Meanwhile, Atlantic Fervor players need to start getting their Pretenders in! That includes me! Try not to wait to the last moment to submit and end up needing help to do so.
I’m an idiot. The mouseover help on that command in the game tells me what the remainder of that explanation is.
I’m an idiot^2. Thanks, Dave.
I continue to lag way behind in our game – minus research, for whatever that’s worth. How much helpful chatter do we want in our newbie game here? How’s everyone doing, and what’s working/not working, for those who want to share?
Samurai
6193
I’m lagging behind too. I’m also starting to get screwed over by random events as well which is setting me back a bit, particularly this turn.
Is there a way to lock magic research sliders? This is getting frustrating trying to fine tune my research paths…
No, but you don’t really want to do much besides having one at 100% anyways. If you run 2 at 50% you essentially need to have both finish before you get any new spells. Having one full bore lets you start using the new spells a bit quicker. The only time you may need to do otherwise is the turn that you will complete a spell line and want to switch to a different one.
Well, either Ermor is supposed to be way ahead in provinces with 8 (other nations have 5, 5, 4, 4, 3), income with 1150 (756, 629, 538, 535, 310), and army size with 400 (274, 186, 183, 105, 74) at this point in the game, or ddtibbs isn’t quite a newb. Once I stopped being an idiot with combat commands and realized just how powerful some of those indy units can be, combat has been resolving much better for me. I’m not sure if I have my priorities straight (never played even a SP game of this), but I’m doing what I feel is a good fit for MA Man. I see some enemy dominion, but I don’t know whose it is. I’m also specifying battle orders for every commander and squad based on the indy units they’ll be attacking, rather than letting the AI decide their actions (particularly with spell casting).
I’ve been fortunate with random events; haven’t received a bad one yet. Did you a choose the Misfortune scale?
One thing I don’t understand is how I have “Cold:1” in my home province, since my Heat/Cold scale is balanced. My province started out neutral on the Heat/Cold scale, but now shows “Cold:1” with friendly dominion.
For turn 9 of Pacific Dreams, could you please set the timer to have the turn due sometime on the 25th? I’m leaving town on the 21st and won’t be returning until late on the 24th. Thanks!
EDIT: Apologies to my fellow players for delaying the turns. I shall gift a province to each of you leaving me with -1 provinces!
Or we can just take Mysterio’s turns for him.
“I could’ve sworn I had a kingdom when I left, guys.”
“Yes, but now your generosity is the stuff of legends!”
While I’m playing terribly, I am having a good time. I imagine I’ll get better after I learn what magic to go after, as opposed to partially blind stabs in the dark based off of what Bruce wrote in the manual.
And, as a result, you’ve already lost. Can I have your stuff?
Trust me, you don’t want my stuff.
ooooh… thats a bad thing? I am now engaged in combat with ddtibbs(Ermor) and am using the manual and Bruce’s notes to fight him.
Maybe this is why ddtibbs has a strategy which seems odd to me- for your dominion statistics are far different that ive seen in the manual.
My game seems solid by those stat screens, although I just had a horrible event where I lost a temple I had just spent 400gold making the turn before.