Right then, are we ready to begin? Do I go first? Are all the house rules decided?
Just give me the word and I will begin!
Right then, are we ready to begin? Do I go first? Are all the house rules decided?
Just give me the word and I will begin!
Awesome!
Like I mentioned before, we could probably start this game with an AI controlled Murkland as they do seem to be pretty isolated anyway.
So what do you all think about what rules we should have?
There are the obvious exploits of course, but is there anything else we should consider?
Everybody okay with the exception that you can still bribe units and sabotage cities?
Any input from Curt Sibling would be much appreciated.
Edit: Actually it's the Skern who start, and with that be sure to choose the Skern events and rules.
The heathen rules are simply intended to help an AI controlled Skern in conquering.
If everyone is okay with the rules, and such, here's the first turn.
After years of isolation and secret preparation, the Skern Zatarn,
under the fanatical King Olav, have dropped the mask and began
a sudden religious crusade against neighbouring city states.
The Skern march forth and land at nearby Zatarn port cities. This
minor action is observed with mild interest by the lords of other
realms. What causes alarm is the presence of Skeer knights.
Many in the courts of Khaarov and Zatarn leaders are shocked, and
muse that perhaps a major invasion by the Skeer has been hidden
under the guise of a backwater faction's civil skirmish.
With the fall the port city of Naarhalle, the
Skeer begin to take the crusade more seriously.
Several orders of Templars are sent to fight!
The harbour town of Zakregg has fallen to the Skern!
Along with loot and plunder, the invaders find many
malcontents willing to join with the new crusade!
Is holy war is about to erupt?
Who shall win this contest?
It is time to decide.
The BATTLE OF ZARKLAW is at hand!
The pious Olav af Skern has been tasked by the one true god to lead the army of the faithful and reclaim the Skern ancestral lands, from Glubehof to Fayhoffen.
Once ruled by his pagan predecessors, Olav has promised that the rebellious cities will finally be given the chance to fall under the guiding light of the Skeer god, those who oppose god's armies will fall under the righteous blades of the devout.
Under the magnificent glory of the one true god, hundreds of depraved and immoral heathens are sent to be purified under the divine flames, thousands more are sent to the Ark Inquisitor's prison to be converted to the true faith.
The faithful pray that Skeer churches will be constructed across the lands and that the one true god will grant them further victories against the non-believers.
Geändert von cupcoffee (11. Juni 2011 um 14:30 Uhr)
Good luck to you, brave warriors!
PS
Awesome image of those Skern burning the peasants!
cupcoffee
You still have several units to move at the end of your turn. Shall I just press control+n to end their movement allowance or do you need to finish off?
I will wait for a reply before playing!
I looked at it again and all my units have already been moved, could it be that you have the heathen rules set? They give some of the Skern units extra move points to help out the AI.
That explains it. Will play now!
In the file I just re-downloaded from the CFC Database there is a folder called Events with two events files in it but I cannot find two rules files! The Batch file says there should be one called Rules_Skern.txt and another called Rules_Heathen.txt. Can someone post them please?
I wonder why they are not in the download?
That's weird, here are the rules and events for the Skern set up.
Geändert von cupcoffee (11. Juni 2011 um 14:30 Uhr)
Khaarov welcomes traders to its cities and asks for the courtesy to be reciprocated. Our only territorial claims are over our Murkland Vassals. Leave them and our traders in peace and you will have no cause for conflict with the Commonwealth!
What a beautiful scenario!
Geändert von McMonkey (09. Juni 2011 um 23:11 Uhr)
Vorak will fight any who oppose them.
Until such a time as we find a faction to be a worthy adversary, we will keep to ourselves.
Geändert von Ingvar (10. Juni 2011 um 02:20 Uhr)
Sorry about the wait; at the moment I'm working through negotiations with multiple players. I should be able to post by tomorrow.
Btw, the Skern events seem to be missing certain things. The Azuki, Kaneg Gustov and Volkmer units, which are all set to be created in the Heathen set of events by the discovery of techs, are missing in the events we're using. I also couldn't find an event that re-spawned an "Erlak the Red" unit" if it was killed, which was implied when it's said that defeating him in single combat will put him on your side. Did anybody else notice these things?
"Cease firing, but if any enemy planes appear, shoot them down in a friendly fashion." -Admiral William Halsey
Hmm, I didn't realize that.
Okay, we can all keep the Skern rules and manually replace the Skern events with the heathen version, it's still the first turn so hopefully it shouldn't affect the game.
Edit: By the way, what's with the 18 thing at the top? Is it significant that it happens to be the first of April?
Geändert von cupcoffee (01. April 2011 um 11:57 Uhr)
I noticed it yesteday too, there is some post on the front page I think it may be related to.
I'm not sure if just replacing the events file will be enough. You see when the game is started the events are recorded in the save file and cannot be altered like the rules which the game reads from the rules.text. I think you can run the save through the Delevent utility to clear the save of the events. When the game is next loaded the Civ2 engine will then read the events again!