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Project Iron Age II (CLOSED)

 
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Project Iron Age II (CLOSED) - 4/23/2008 9:14:53 PM   
all5n


Posts: 371
Joined: 12/19/2007
From: Republic of Texas
Status: offline
PM me if you want in this game. FCFS.

Project Iron Age II

Player Requirements:
If you cannot play your turn within 8 hours of receiving it, this game isnt for you. Occasional absences are OK provided all players are notified on the discussion boards or e-mail.

Settings:
Width = 20 * players (max 100)
Height = 10 * players
Players = (6)
Land = 60%
Rivers = 30
Forest = 40
Mountains = 40
Towns = 12 * Players
Roads = 0
City Size = 2
Research = 400%
Swamp = 15

Options:
Map Loop (no one gets placed in an "advantageous" corner)
Shrouded Map
Fog of War
AI Optimization
Passwords
Anti-Supply
Anti-PBEM Cheat
Screenshots

Full 1st Level Tech is NOT SELECTED.
Game will continue until a unanimous victor is declared by existing players.

Players (5 or 6 depending on interest):
1) All5n
2) Tac2
3) Iron Knight
4) Plutarch
5) seille
6) Herode2

< Message edited by all5n -- 4/25/2008 6:47:58 PM >
Post #: 1
RE: Project Iron Age II (2 Slots Left) - 4/24/2008 6:46:05 AM   
all5n


Posts: 371
Joined: 12/19/2007
From: Republic of Texas
Status: offline
2 spots left.

(in reply to all5n)
Post #: 2
RE: Project Iron Age II (2 Slots Left) - 4/24/2008 10:10:29 PM   
all5n


Posts: 371
Joined: 12/19/2007
From: Republic of Texas
Status: offline
bump.  2 spots left.

(in reply to all5n)
Post #: 3
RE: Project Iron Age II (2 Slots Left) - 4/25/2008 10:43:11 AM   
Herode_2


Posts: 188
Joined: 10/30/2007
Status: offline
OK, I'll take one. I didn't want to have too many random games simultaneously but considering the awful starting position I have on Iron Age I (island, one isolated city, on the seashore by chance) I will not have a lot to do on this game. So... I'm here !

(in reply to all5n)
Post #: 4
RE: Project Iron Age II (2 Slots Left) - 4/25/2008 5:24:33 PM   
seille

 

Posts: 2134
Joined: 6/19/2007
From: Germany
Status: offline
I would join.

(in reply to Herode_2)
Post #: 5
RE: Project Iron Age II (2 Slots Left) - 4/25/2008 6:50:56 PM   
all5n


Posts: 371
Joined: 12/19/2007
From: Republic of Texas
Status: offline
This game will be tracked here:

http://rtworks.org/kriegspiel/viewtopic.php?f=2&t=22

(in reply to seille)
Post #: 6
RE: Project Iron Age II (2 Slots Left) - 4/26/2008 11:07:25 AM   
Herode_2


Posts: 188
Joined: 10/30/2007
Status: offline
Turn received, but... once again, starting position as a city on a small island (very small : it has just the city ). No fun. Is there any way to avoid those starting positions while setting the game ? If this is possible, I suggest to reset.

< Message edited by Herode2 -- 4/26/2008 11:17:19 AM >

(in reply to all5n)
Post #: 7
RE: Project Iron Age II (2 Slots Left) - 4/26/2008 12:22:25 PM   
seille

 

Posts: 2134
Joined: 6/19/2007
From: Germany
Status: offline
@Herode

Why you don´t just build two cargoships and some infantry and explore from that city ?
Maybe there is a awesome coast full of cities only a few hexes away.
I don´t think it´s possible to have a perfect starting position for each player.

(in reply to Herode_2)
Post #: 8
RE: Project Iron Age II (2 Slots Left) - 4/26/2008 3:24:26 PM   
Herode_2


Posts: 188
Joined: 10/30/2007
Status: offline
A perfect start positionning is far beyond my expectations, but too many mean or bad positions are just boring.
OK, I'll try with cargoships & so, we'll see...

(in reply to seille)
Post #: 9
RE: Project Iron Age II (2 Slots Left) - 4/26/2008 3:43:02 PM   
seille

 

Posts: 2134
Joined: 6/19/2007
From: Germany
Status: offline
What i wanted to say is that in such a setup (islands, 6 players) very often one or two players will have
bad starting positions. But such a one city island is not more a problem than a starting city in a desert with
no other cities near. And cargoships are a must in such a game i think.
I hope you´ll find another city soon not to far away.

(in reply to Herode_2)
Post #: 10
RE: Project Iron Age II (2 Slots Left) - 4/27/2008 1:49:59 AM   
Plutarch

 

Posts: 31
Joined: 12/1/2007
Status: offline
all5n,

I have registered at Kriegspiel site and am awaiting the acceptance from the moderator. I also received the message containing the email list. Could you post the turn order.

(in reply to seille)
Post #: 11
RE: Project Iron Age II (2 Slots Left) - 5/1/2008 3:04:07 PM   
Herode_2


Posts: 188
Joined: 10/30/2007
Status: offline
Turn sent to Wired Team

(in reply to Plutarch)
Post #: 12
RE: Project Iron Age II (2 Slots Left) - 5/16/2008 1:36:32 PM   
seille

 

Posts: 2134
Joined: 6/19/2007
From: Germany
Status: offline
Waiting for the turns in both Iron Age games now for 3 days.
I´m already used to the fast turnaround and wonder where the turns are.

(in reply to Herode_2)
Post #: 13
RE: Project Iron Age II (2 Slots Left) - 5/16/2008 2:05:54 PM   
Herode_2


Posts: 188
Joined: 10/30/2007
Status: offline
Agreed. If we want to avoid the tunnel effect, I suggest we cross mail each turn to each player in the game + notification of the one who has to play. Thus, everybody knows at what stage we are.
Also prevents from loosing the file, forgetting the turn, thinking one has received it when he has not, etc.

(in reply to seille)
Post #: 14
RE: Project Iron Age II (2 Slots Left) - 5/20/2008 6:13:48 PM   
Herode_2


Posts: 188
Joined: 10/30/2007
Status: offline
I surrendered on this game also, for similar reason as Iron Age I. I'm fed up with messed starting positions and not willing to loose more time with hopless - hence boring - games.

Have fun !


(in reply to Herode_2)
Post #: 15
RE: Project Iron Age II (2 Slots Left) - 5/20/2008 7:29:09 PM   
seille

 

Posts: 2134
Joined: 6/19/2007
From: Germany
Status: offline
Hope we´ll see us in the next game with a better starting position.

(in reply to Herode_2)
Post #: 16
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