Karasu
Sep 02, 2004, 02:43 AM
Well... I was waiting for anyone else... :D but I can give it a go if it is absolutely necessary ;)
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Karasu Sep 02, 2004, 02:43 AM Well... I was waiting for anyone else... :D but I can give it a go if it is absolutely necessary ;) ainwood Sep 02, 2004, 05:46 AM It would be rude not to. ;) a space oddity Sep 02, 2004, 06:23 AM Well, he did ask to be skipped, albeit in not so many words: ... I know Mad said that I should be up, but I am going back to work tomorrow and the impact is certainly going to take its toll on my mental health. Why don't you play one more round of turns while I recover... :D Karasu Sep 02, 2004, 07:04 AM Thanks for your support, Space :) In fact, I am not sure I won't completely screw up your game, but I'd do anything rather than be rude to my beloved teammates :D So, I got it... and... are there any special instructions or warnings? Should I declare war on anyone during my turns, or will it be enough just to blindly raze and burn anything I see within 100 tiles of our borders -in any direction? a space oddity Sep 02, 2004, 07:08 AM MB mentioned the Indians need to be declared in 1140AD or earlier. zagnut Sep 02, 2004, 08:30 AM I don't think we ever decided whether to invade from the west or the east. There is no safe passage to the west without Navigation. To the east we have the mountainous continental divide. I think the question is: would it be faster to wait for Navigation and then invade to the west OR do we invade to the east, capture a few towns, set up a new town on the eastern side of the continental divide and then invade the other continent from the continental divide. I suspect it will be faster and less complicated to just wait for Navigation. However, I have not done the math to actually figure out which alternative would be best. Karasu Sep 02, 2004, 08:36 AM From what I remember, the eastern divide was made up of an uninterrupted string of mountains, so that it was impossible to sail eastwards from there. zagnut Sep 02, 2004, 09:47 AM Correct but if we put a city on both coasts on the continental divide we could load units on one side, march them to the other and then invade from there. It seems like a lot of work, but I used it in the GOTM game. ainwood Sep 02, 2004, 02:27 PM Correct but if we put a city on both coasts on the continental divide we could load units on one side, march them to the other and then invade from there. It seems like a lot of work, but I used it in the GOTM game. I think that we should do both! Start invading the range whilst we wait for navigation.:) Karasu Sep 03, 2004, 02:26 AM Just what I did... :D Not too fast a progress, though. We are now three cities short of clearing our continent -two russkies and one aztec, with the aztec city being their third landing. We also have a foothold on the western divide, in the south, where I managed to raze three or four more barbarian settlements. I'll post the log later this morning... ;) Karasu Sep 03, 2004, 07:57 AM Pre-turn It feels good to be civving once again! Now, what should I do... :D ...Press Enter, of course! Turn 1 - 1010 AD We discover Education and realize that none of the civs at peace with us know Astronomy -all the others do, of course. We will have to start researching it on our own. Washington: the first veteran Pike takes 10hp on our Army before dying. We loose a knight and a legionary, then the city is razed and six workers disbanded. Destroy Novgorod for no loss Anthony is turned into a Cavalry Army. Mediolanum founded. IT Silly american counterattack weakens Chicago's defenses. Turn 2 - 1020 AD Chicago is destroyed without losses, 2 workers passed by the sword. Boston burned to ashes, no losses, 2 american workers perish in the flames. Set science slider to 90% to reach Astronomy in four turns. Disbanding a couple of barb camps provides enough money for a few more upgrades. A galley lands our first troops on the continental divide Turn 3 - 1030 AD Reposition troops, either very little happened or I just did not record it... :mischief: IT We loose one knight to russian attacking longbow outside Moscow Turn 4 - 1040 AD Dijon razed. Munich razed with 7 workers. Attack Moscow, kill 4 muskets, but loosing two knights and two cav in the process. Not much luck with cavs vs musketmen... Turn 5 - 1050 AD One more cavalry lost to defending musket, but Moscow is destroyed along with Copernicus Observatory (sorry about that...). We also get Octavian in the process, who runs to rush the Military Academy in Augustadorum -just founded as a northern outpost. We kill a pink settler in the western land strip, and we discover that the Fledging French have been destroyed. Our marauding forces in that area also raze Dortmund and Leipzig. Astronomy discovered, start Navigation -ready to buy it as soon as someone we are at peace with discovers it. I begin with zero research hoping to be able to trade it soon. Aztecs found a city on our continent. And it's defended by a musket. Turn 6 - 1060 AD Change my mind on research, and set it to discover Navigation in 4 turns. The money made during the last turn is useful to upgrade some Knights to Cavalries. Send a few units towards Huexotla -the Aztec beachhead in our territory. Turn 7 - 1070 AD Regroup units a bit Found New Rome on the continental divide as our operations base over there. IT Turn 8 - 1080 AD Huexotla is burned, but it cost us another cavalry. I cannot understand why veteran cavalries should take all these bullets from regular musketmen. Attack Berlin, killing four muskets for no cav losses. I will keep on complaining, as it seems to give good results... here too... :rolleyes: IT Neocaledonium riots Turn 9 - 1090 AD Healed troops march back to the north of our landmass IT Turn 10 - 1100 AD Discover Navigation and shut down research. Smolensk razed. Berlin didn't fall. They had about seven hundred defenders there -Do you mind if I take a couple more turns? :D (said he who didn't want to play) Founded New Veii. Turn 11 - 1110 AD Goddus Almightius riots. I start increasing Cannon production. Resistance in Berlin is stiff, but the city falls and so does the Great Lighthouse and a number of workers. Hamburg is also razed in the western strip. IT We add two floors and a staircase to our palace Turn 12 - 1120 AD Raze Konigsberg, and the Germans are out of the continent. Raze Smolensk (no, I have already razed that -well, not that it matters much now... ashes all look the same :devil2: ) These Aztecs keep on trying to settle our homeland. Look, this is really annoying -with all the efforts I put into cleaning it up! Turn 13 - 1130 AD Attack on Teayo. It was defended by three musket and a longbow. We lost one cav. Raze Tepetlaoxtoc on our northern coast. Tbilisi razed. Attack on Kiev, kill two pikemen only to discover that there is a regular musket too. Attack Salzburg: the first cav kills a longbowman, the second one retreats in front of a pike. A settler on goto stumbles into a barb camp. :smoke: Notes Wow. Enough for tonight... - I have left a few units on goto, but it is always obvious moves -such as redlined units heading to the closest city. Other than that, the first group of caravels is going towards Ravenna to load the waiting cavalries while the second is going to land its units at Tzintzuntzen. Cesarea is also building a settler, if we want a beachhead on Aztec territory (and a place to heal our units). - Our continent is almost clear: the last two russian cities remain; we have one knights army and a couple of cavalries available. If they haven't got many more muskets left, there should be no problems. The boat over there was meant to unload two cavalries next to Miami, but that can be changed. There is still one Aztec city (Tepexpan), and I couldn't send there anyone right now. - I started building a few temples, both for happiness and territory, and some more settlers. Even if we don't go for domination, some score is always nice -and I am not sure that conquest is going to be faster. - Oh, and if we want to declare on the Iroquois, there is a wandering longbow in New Rome's territory IIRC. http://www.civfanatics.net/uploads8/SGOTM3-1130AD.jpg zagnut Sep 03, 2004, 09:04 AM I see you haven't lost your touch. We are really rolling now. If we just had about 20 Settlers to fill in the blank space that would be sweet. I guess this game is a little like the Iraq invasion. A swift military victory but no plan for the peace. Karasu Sep 03, 2004, 09:18 AM Oh, but I do have a plan for peace... :D "They made a desert and called it peace" :devil2: Seriously, I tried to get a few more settlers out, but with max research there was little room for rushing. If we manage to keep the Aztecs off our lands, we can fill them up in a relatively short time, I think. ainwood Sep 03, 2004, 05:14 PM Looks good - I'll get on to it today or tomorrow at the latest. :) a space oddity Sep 04, 2004, 04:27 AM Sure does! What about victory type, guys? Are we still going for Conquest? zagnut Sep 04, 2004, 05:18 PM I think the plan is to fill in the blank spaces on our continent and on the other large continent as we go in case it just takes too long to reach a conquest victory. However, we have not definitely decided anything at this point. It is now Sunday evening in my part of the world. I will be going away until Wednesday evening. Therefore, if ainwood and space finish their turns before then mad should go and not wait for me to return. Good luck and may all your attacks be victorious. ainwood Sep 04, 2004, 06:17 PM Sunday? :confused: Yes - I am trying to fill in a few spaces. Got distracted yesterday, but we have a leader to rush JS Bachs and will get a city on the other continent next turn. :) zagnut Sep 04, 2004, 08:25 PM Sunday? :confused: Saturday. Just testing you. ainwood Sep 04, 2004, 11:14 PM >>Save<< (http://gotm.civfanatics.net/saves/sgotm3/Staff_SG003_AD1250_01.SAV) As found: Decided to research Music Theory. JSBachs might provide a nice little score boost, and we can get it in four tutrns and still make 136 / turn. Will rush it with a GL on the home continent, hopefully. Karasu has got us off invading the aztecs. Look for opportunities to push a few settlers. Press enter... IT: Iroquois declare war! Aztecs attack our cavalry with a longbow, and we get promoted. They have knights though... Settler killed by barbs :( Galley promoted to elite after beating barbs. Anything finishing production is switched to settlers. We get some nice columns on our palace. Turn 1: 1140 AD: Kiev razed, along with the great wall. Get titus in attack on san francisco! Lose a couple of cavs attacking aztec city & knight. Salzburg razed. IT - lose cav to knight - these aztec knights could be a problem! Turn 2: 1150 AD; Tzint-something (Aztec) razed. IT - not much Turn 3: 1160 AD; Fail to take miami or san francisco. New Aztec ciy on our continent! IT Beat a knight and longbow. Turn 4: 1170 AD: Raze chcon something. Raze some other aztec city on our land. Decide to rush a few libraries to increase land area. IT: The heavy-weights of America & India sign a military alliance against us… We lose a knight-army to a Russian longbow! Russians land a knight near mediolanum. Lose a cav on Aztec soil to a knight, but knight red-lined. Aztecs off to resettle razed city… Turn 5: 1180 AD: Rush Bachs in AugustaDorum Found Beachius Headium, and will rush a barracks there. Clock-up three more elite victories cleaning-up Aztec units. Rush a few carvels on east cost. IT: Lose a cav to a longbowman, but win v knight. Build Bachs, everyone else now building smiths. Turn 6: 1190 AD Destroy zitlatepec Destroyu another 2 units in san fran… Lose two cav but raze tlaxcala (size 12, with 3 or 4 musketmen in it.) IT: Lose an elite cav to a knight Celebrations all round! Turn 7: 1200 AD: FINALLY! SanFrancisco razed. 3 more elite victories cleaning-up Aztec units. Iroquois mounted warriors sighted! Correction: Dispatched! Get a great leader too (General Custer) Raze some german city. IT: Only one Aztec attack – we lost a cav to a knight. Turn 8: 1210 AD: Rush Magellans in beachius headium. And get another great leader with the very next attack, razing Bremen! Lose one cav razing Xochialco, but get three promotions. IT Not a single attack! Turn 9: 1220 AD: Lose 3 cav and have 4 more retreat, but tenochtitlan is razed. Exposes 6iroquois longbowmen., all of which are dispatched without incident. One more exposed in doing this, but its on unroaded terrain. Miami Razed. Two more cities founded in Aztec land. Cologne razed. Nuremburg razed. IT: Lose 3 cavs to attacks. Turn 10: 1230 AD: Raze calixthlua-something. Lose one cav. Use leader to rush a colloseum IT Lose two cavs to longbowmen. Turn 11: 1240 AD: 4 elite victories and we get Maximus destroying an Iroquois swordsman – can rush smiths next turn when we get economics. IT: Beat a longbowman Turn 12: 1250 AD: Rush smiths. Attack tlatelolco and take it without incident, get another great leader. Use him to build an army. Lose a cav to a spear, but Bonn is razed. Tamuin costs us an elite cav (musketmen on a hill), but is razed. Karasu Sep 05, 2004, 12:07 PM :goodjob: Looks like you've been busy with our neighbours over there! How many cities did you raze? And how many leaders did you get! I lost the count... ;) If our cavalries start to find tough going through our enemies, then domination might be a better option than conquest: with the entire dividing strip available to us and a part of the other continent we should be fairly close (but I didn't check, so I am probably wrong). a space oddity Sep 05, 2004, 12:29 PM CrpMapstat gives 1100+ tiles, about the amount of unclaimed land or about the size of all the land the AI claimed together. The save looks good! :thumbsup: It's just a matter of time now, the question is, how much time? 'got it', BTW. :) ainwood Sep 05, 2004, 03:32 PM I was worried about the attrition with the aztecs, but they've rolled-over fairly easily - they are only trickling units towards us now, and a direct attack on a size 12 city defended by muskets normally costs us 1 to 3 cavs. I have created a cav army to help, and there are a couple of cities with barracks. On the middle mountain range, we probably need a few more units, although the ones there are meeting little resistance (spears etc). Conquest will take a while, but we might as well press for it. :) How bout we try for 15 turns each? I have a few settlers wandering north to settle the starting continent, and a few cavs & legion armies and knights on barb watch - nice little income earner. P.S. - I stopped research once we got to Smiths. Smiths won't do us much good because we have no marketplaces / banks, but it stops the AI (they were all building it). We are doing physics, and apparently there is a lone scientist somewhere, although I can't actually confirm that! a space oddity Sep 05, 2004, 04:18 PM Ainwood: missed your post before playing but that doesn't seem to be that bad. I'll stop for a moment in turn 7, both because I need to do other things too, and because I don't know when we should declare Japan. Here's the turnlog so far: pre-turn Short-rushed a few settlers. Changed a couple of builds in the outskirts from Legion to worker. IT The Americans land a archer next to our Army... The Aztecs complete Shakepeare's. turn 1 - 1255AD Found Salty Meat and Fluvius. Raze Stuttgart, no casualties. Raze Teotihuacan at the loss of 1 vet Cav. The newly built Theater gets razed. :sad: Six slaves are killed and 3 Cats captured. Raze Vladivostok capturing.... 2007 gold! [dance] The Russians are now a part of history. Seems almost too quiet with no units threatening. Use some of the Russian money to short rush more settlers, a Temple and the Spearman in one of the strip Cities. IT 2 Aztec Knight suicde on three of our Cavs resting in the moutains. turn 2 - 1260AD Seven new Cavs arrive on the new continent, they will go deep into Aztec land next turn. The Army is poised to attack another of the size 12 Aztec cities. A couple of Settlers start the trip to the mountainous landstrip. Two CAvs retreat attacking Cincinnati, one tough elite spear it proves to be. IT The Aztec have a surprise for us: a Knight Army. The Iroqs show up with a Knight too. turn 3 - 1265AD Malinalco is razed, no casualties. Five workers die. Two Cavs suffice to kill the Aztec Army, phew. Found Bovis Fluvium, Mare Nordicum and TheMoreTheMerrier. The Iroq Knight is killed. IT The Iroqs land 2 Longbows near undefended Points for us. The Aztecs would be willing to give every tech they know, sorry mates, no deal. An Aztec Knight attacks and is killed but a Longbow manages to kill a Cav. turn 4 - 1270AD Two Elite Cavs deal with the Iroq longbows. Found FifteenMoreTiles in the north and Get 'em Tiles on the land strip. Raze Brandenburg, get 49 gold and ... we have destroyed the solid Germans. IT Only some Longbow movement from the Aztecs and barb activity. turn 5 - 1275AD Disconnect the Aztec Northern Iron. Attack the Tlacopan, the Aztec capital and raze it for the loss of 1 Cav. We capture 25g, kill 6 workers and disconnect the Aztecs last source of Iron in the process. Raze an American city on the landstrip. IT An Iroq Knight shows up to kill a barb warrior. An Aztec Longbow attacks and one elite cav retreats. turn 6 - 1280AD Attack Allegheny, but fail, luckily all the Cavs just retreat. They go to a neutral mountain to heal. Iroq Knight killed. Diconnected Aztec Horses. Attack Tule and fail there too, not a good round. :( Found FillerUp on the new continent, Fur-ther Growth on then home continent and Needs Temple on the strip. IT Four Iroq Knights show up and 2 settler pairs. turn 7 - 1285AD No luck this last city either. Muskets in cities on hills are tough. We might need to regroup and attack the newly settled cities for a bit. Raze Tula, an Aztec tundra city in the south. Raze Detroit, two foreign cities left on the strip. BTW, India is getting killed by the Japanese, must be those Samurai. So when are they due 'their' declaration? BTW mapstat now says 1012 tiles to domination which is more then all the AIs' current holdings combined. mad-bax Sep 07, 2004, 06:24 AM Whoa! Look at all that Red. Good Job Space. We need to declare war on the next opponent by the end of your 10th turn. :) You don't have to play 15 unless you really want to. I can turn it round pretty quick - this week at least. a space oddity Sep 07, 2004, 06:38 AM Thanks, MB. I'll see how far I get tonight. I seems to me that I'm getting slower and slower. I can't be old age, can it?! :eek: :cringe: ;) a space oddity Sep 07, 2004, 01:24 PM IT Three Iroq Knights and an Aztec Longbow suicide on our fortified stack. turn 8 - 1290AD Found 2 more cities and retreat troops to heal. More troops arrive and next turn will show our first 'foreign' grown settler. IT An Iroq Knight kills an Elite Cav. Physics comes in, start Magnetism at min. turn 9 - 1295AD Kill the Iroq Knight, and one that hid in the mountains and two settler pairs. More troops arrive. Found (amongst others) Claimed, as a forward base. Lux goes to 40% making our people deleriously happy and making 280g at the same time. IT An Iroq Knight attacks Claimed, and manages to kill a vet Cav. turn 10 - 1300AD Raze Cincinati, raze size 12 Texcoco. You will have to forgive me for letting some units on automove. Mostly Cavs going to the embarking point and settlers on their spot to settle. Here's the save (http://gotm.civfanatics.net/saves/sgotm3/Staff_SG003_AD1300_01.SAV). ainwood Sep 07, 2004, 03:09 PM :hmm: The link to the save looks fine in you post, but its being processed by the forum as the html for the first line of your post! :eek: (hold your mouse over the link, and look at the status bar text!) Clicking on it, I get set to the address: http://<b>it</b><br%20/>Three%20Iroq%20Knights%20and%20an%20Aztec%20Longbo w%20suicide%20on%20our%20fortified%20stack.<br%20/><br%20/><b>turn%208%20-%201290AD</b><br%20/>Found%202%20more%20cities%20and%20retreat%20troops %20to%20heal.<br%20/>More%20troops%20arrive%20and%20next%20turn%20will% 20show%20our%20first%20'foreign'%20grown%20settler .<br%20/><br%20/><b>IT</b><br%20/>An%20Iroq%20Knight%20kills%20an%20Elite%20Cav.<br%20/>Physics%20comes%20in,%20start%20Magnetism%20at%20m in.<br%20/><br%20/><b>turn%209%20-%201295AD</b><br%20/>Kill%20the%20Iroq%20Knight,%20and%20one%20that%20h id%20in%20the%20mountains%20and%20two%20settler%20 pairs.<br%20/>More%20troops%20arrive.<br%20/>Found%20(amongst%20others)%20Claimed,%20as%20a%20f orward%20base.<br%20/>Lux%20goes%20to%2040%%20making%20our%20people%20de leriously%20happy%20and%20making%20280g%20at%20the %20same%20time.<br%20/><br%20/><b>IT</b><br%20/>An%20Iroq%20Knight%20attacks%20Claimed,%20and%20ma nages%20to%20kill%20a%20vet%20Cav.<br%20/><br%20/><b>turn%2010%20-%201300AD</b><br%20/>Raze%20Cincinati,%20raze%20size%2012%20Texcoco.<br%20/>You%20will%20have%20to%20forgive%20me%20for%20lett ing%20some%20units%20on%20automove.%20Mostly%20Cav s%20going%20to%20the%20embarking%20point%20and%20s ettlers%20on%20their%20spot%20to%20settle.<br%20/><br%20/>[url=<b>IT</b><br%20/>Three%20Iroq%20Knights%20and%20an%20Aztec%20Longbo w%20suicide%20on%20our%20fortified%20stack.<br%20/><br%20/><b>turn%208%20-%201290AD</b><br%20/>Found%202%20more%20cities%20and%20retreat%20troops %20to%20heal.<br%20/>More%20troops%20arrive%20and%20next%20turn%20will% 20show%20our%20first%20'foreign'%20grown%20settler .<br%20/><br%20/><b>IT</b><br%20/>An%20Iroq%20Knight%20kills%20an%20Elite%20Cav.<br%20/>Physics%20comes%20in,%20start%20Magnetism%20at%20m in.<br%20/><br%20/><b>turn%209%20-%201295AD</b><br%20/>Kill%20the%20Iroq%20Knight,%20and%20one%20that%20h id%20in%20the%20mountains%20and%20two%20settler%20 pairs.<br%20/>More%20troops%20arrive.<br%20/>Found%20(amongst%20others)%20Claimed,%20as%20a%20f orward%20b :crazyeye: Dianthus Sep 07, 2004, 03:14 PM I think space has been doing a bit of copy/paste. There's an open url tag a little after turn 10, then turns 8, 9, 10 are reported another 2 times! ainwood Sep 07, 2004, 03:21 PM Well spotted! I've fixed it now (well, got rid of the tags, and left the turn-log in triplicate ;)) Space must have been reloading :mischief: a space oddity Sep 08, 2004, 02:19 AM So, that's where the text I pasted from notepad went. :crazyeye: I must have tried a couple of times, but the text kept disappearing. I was in a hurry to post the report, needed give attention to my family. It's hard have a civfanatic in the house, some compensation sometimes is in order. Karasu Sep 08, 2004, 04:06 AM Great going! I knew this variant would be a piece of cake for us... :mischief: We won't win the coveted Laurel, but we are still the best team around :cooool: Mad, are you going to squeeze your turns in before Zagnut comes back? mad-bax Sep 08, 2004, 07:24 AM Yes I will try tonight, and post tomorrow. ainwood Sep 08, 2004, 03:54 PM Zagnut has been seen.... lurking. :scan: zagnut Sep 08, 2004, 08:37 PM Yes, I am back, but not ready to play. Please let me go next after Mad Bax finishes. mad-bax Sep 09, 2004, 01:34 AM I only managed 6 turns last night. I didn't get out of work 'till late. It's going OK and the Americans and Indians are now dead, though it was the Japanese who killed the Indians. I have been playing toward conquest BTW. Hope this is still the objective. a space oddity Sep 09, 2004, 01:56 AM Yep, 'lthough might seem I was playing for Domination. 'Tis ze points, ye know. ;) mad-bax Sep 09, 2004, 02:43 AM To be honest, I do't think anything we do now (except lose) will affect the points enough to change our final position. You only have to look at the graphs to see that. For me it is a question of how many Cavalry can we make, and how quickly can we get them to the scene of the accident. The Southern part of the Map is a pig to clear. a space oddity Sep 09, 2004, 05:28 AM I disagree... :eek: Even moving the lux slider has a definite effect on points as does owning more land. Now, I do know that the Jason score does make it less important but still there's a noticable effect. Just check the slant on the graph to see that. So, OK, the position, relative to the other teams, won't change, but we want to do the best we can anyway, don't we?! mad-bax Sep 09, 2004, 06:05 AM Well... it depends if we are measuring ourselves against the Green or Gold standard doesn't it. Green measures score, gold measures speed. ATM it is still possible (though highly unlikely) that we can win the Gold laurel. To do that we have to conquer fast. That is why I turned down the lux slider and have been concentrating on unit production and setting up a second ship chain to Japan. If we are playing for score, then I have misplayed all my turns :( a space oddity Sep 09, 2004, 09:19 AM Or we're playing for speed, and it was me who misplayed... :( But hey, the game is looking good and we've mastered the variant, so who's complaining?! :D Karasu Sep 09, 2004, 09:25 AM Or we're playing for fun, and nobody misplayed ;) And of course we are my favourite team, even without laurels... but they will soon come, especially if Mad's next variant is that only teams whose name begins with 's' and ends with 'taff' can play... :mischief: ainwood Sep 09, 2004, 02:57 PM I think we've done pretty well. IIRC, we're still second in terms of teams who went for the variant, and team smackster got pretty lucky with leaders (pyramids & Great Lighthouse). :) Capt Buttkick Sep 11, 2004, 03:16 AM I think we've done pretty well. IIRC, we're still second in terms of teams who went for the variant, and team smackster got pretty lucky with leaders (pyramids & Great Lighthouse). :) I think you'll find they used the second leader for the GLib, not the GLight :cool: ainwood Sep 11, 2004, 04:29 AM :ack: Yeah - typo on my part. The GL is much more valuable in this game anyway. :) Capt Buttkick Sep 11, 2004, 07:10 AM Yes, playing the variant it is. If I had prior map knowledge and wasn't playing the variant I'd rather have the GLight though. ainwood Sep 11, 2004, 09:42 PM Who's up? Are you finishing off those turns MB? Is Zagnut going to slot-in after that? mad-bax Sep 12, 2004, 04:21 AM I've only done 5 or 6 turns. I just haven't had time. I think I should hand it on, so I've uploaded it. Sorry guys, but things have go on top of me over the last couple of days. :( a space oddity Sep 12, 2004, 05:11 AM No problem MB, it happens to us all some time or other. :) I bet Zagnut is champing at the bit already. ;) mad-bax Sep 12, 2004, 05:36 AM OK... so there is not much to say really. I was setting up a second ship chain in the North West. The campaign on the other continent needs to turn south really since that will take longer than you think to sort out. That's about it really. ainwood Sep 12, 2004, 03:59 PM I guess we have 7 days to finish. How 'bout we dispense with a formal roster, and anyone who can play does play? I probably can't play until wednesday, cause I got a game to release.... a space oddity Sep 12, 2004, 04:43 PM Ahem, I hate to be the bearer of bad news, but when I looked at the save just now, I noticed that we are not at war with Japan yet... :sad: I knew I forgotten something when I typed the report. I left the war declaration to the next player, like you would in a normal SG. Bad idea in this case, its just all too easy to forget and I should've at least mentioned it. Mea maxima culpa. ainwood Sep 12, 2004, 08:43 PM Oops... :lol: So: Does MB have to make a ruling on this? Has anyone else missed-out on war declarations? Would be a shame to forfeit the game because of this, but I guess rules are rules. zagnut Sep 12, 2004, 10:14 PM I had to go out of town and forgot to tell you. Sorry. I have just returned at 11 PM Sunday night so will not be able to play until Monday evening. Someone please pick up the game ASAP and don't wait for me. I think it is a good suggestion that whoever is available just plays the game. We don't want to miss the deadline. I will log on tomorrow and see how things are going. mad-bax Sep 12, 2004, 11:22 PM When was twenty turns after the last declaration? Are we sure we missed it? I thought it should be 1340? ... or maybe I can't count to 20 :blush: klarius Sep 13, 2004, 12:38 AM I thought it should be 1340? ... or maybe I can't count to 20 :blush: Well, it's only 5 years per turn after 1250. So 20 turns after 1140 would be 1295. a space oddity Sep 13, 2004, 12:43 AM ...We need to declare war on the next opponent by the end of your 10th turn. :) .... This is the answer I got on my question on when to declare... and I played 10 turns, soooo... I'm confused :crazyeye: but glad if it turns out to be ok after all. :) ainwood Sep 13, 2004, 12:48 AM Iroquois declared IT before my first turn, and I played 12 turns (to even it out to 1250 AD). Looks like we actually needed to declare war on Space's turn number 8. :( a space oddity Sep 13, 2004, 01:58 AM I still have the 1290AD autosave on my machine, but I'm not sure what the right course of action would be right now... In a normal SG we could take the autosave and let the next player play from there. Two things are different now: 1. it's a competion and 2. we are pressed for time. So, what's wisdom? mad-bax Sep 13, 2004, 04:21 AM If this is the case, then the best thing to do would be to ignore my turns and play from the end of Spaces last turn, declaring war before the turn ends. I'm sorry I screwed it up. :o Karasu Sep 13, 2004, 04:29 AM Right as Mad said. I cannot take it right now. Anyone else? Or Zagnut tonight... ...and do not worry, Mad, nobody will notice the Staff team's minor distraction :p zagnut Sep 13, 2004, 01:05 PM I can take it this evening, about 4 hours from now. I will start from Space's last turn and declare immediately. What's one more enemy anyway. One problem: I just went the the results page and the saved game for the Staff is 1325, which must be Mad's partial turn save, because Space ended at 1300. Can Space please post her ending game in this thread so that I can start from 1300? a space oddity Sep 13, 2004, 01:21 PM I will when I'm on the right machine (= in 2 hours). klarius Sep 13, 2004, 01:41 PM Alan has done such a nice results page :cool: So every uploaded save is still available. You just have to remove the checkmark for showing the results as a graph. The score numbers in the list are hyperlinks to the saves. a space oddity Sep 13, 2004, 03:21 PM Thx klarius! I sometimes forget what a genius Alan is. :worship: Here is the 1300AD save. (http://gotm.civfanatics.net/saves/sgotm3/Staff_SG003_AD1300_01.SAV) AlanH Sep 13, 2004, 03:39 PM [Deleted] Sorry, it looks like youve sorted yourselves out. If you want to remove any existing save from the results page just let me know. zagnut Sep 13, 2004, 05:36 PM I have the save and will see what I can do. zagnut Sep 13, 2004, 11:33 PM 1300 Take game and declare war on Japan. Switch production in Fillerup to Barracks. Move units toward Aztec city of Grand River. My plan is to push NW and split both the Aztecs and the Iroquois into 2 separate chunks, then wheel and attack them from my flanks. Destroy a barb camp in the northern hills and hit return. IT - Only 1 Iroquois Knight shows up. 1305 - Turn 1 - Destroy Iroquois Knight. Move troops around for attack on Aztecs. IT - zzzz 1310 - Turn 2 - Capture Grand River. Lose 2 Cavs. 4 Workers go to the promised land. Found E=MC2. Found Guess What. Rush 3 Settlers in the northern lands in order to get them settled faster. Kill American Spearman/Settler. IT - Iroquois Knight and Aztec Longbowman die attacking Cavalry. 1315 - Turn 3 - Kill Iroquois Knight. Capture Centralia and split the Aztecs - No losses. Kill 2 more Iroquois Knights and a Spearman/Settler. Capture Houston and destroy the Americans. IT - Iroquois Longbow loses to Cav, but Iroq. Knight beats another Cav. 1320 - Turn 4 - Capture Tonawanda and split the Iroquois. One Cav lost. Produce a Great Leader, but he is far from any friendly city. 2 Japanese Pikemen come into view. I dispatch them. Found Wow and Hot. IT - There is an Aztec city at the very bottom of the new continent. Kill a Longbow that comes out of it. 1325 - Turn 5 - Attack Allegheny the capital of the Aztecs. Kill 3 Muskets, but there are at least 4 and I do not take it. Capture Atzcapatalco on the east coast. Lose one Cav. Capture Iroquois city of Akwasasne. Lose one Cav. See the first Japanese Samauri. Send him to meet his ancestors. Capture Mauch Chunk. Found Now on the mid continent and Best in the north country. I have to get more Settlers over to the new continent. I underestimated the speed with which I would defeat the other civs. IT - A stack of Japanese Samauri and other units shows up. 1330 - Turn 6 - Get Leader back to a city and form Army. Found Go For It, Nice and Lost. Knight kills Cav and then I kill Knight. IT - 3 Knights kill 3 of our Cavalry and a Longbow kills another. 1335 - Turn 7 - Some civil disorder starting. Use tax collectors as luxury slider is at 40%. Capture Iroquois capital of Salamanca, but lose 4 Cavalry doing it. Rush some Settlers. Found First and Second. IT - A bad turn. 13 Samaraui (sp?) come out of the fog and kill 8 Cavalry that were healing in a stack. The Japanese lose 5 Samaurai. 1340 - Turn 8 - Retreat units to New Lugdunum to heal in the Barracks. Found Third. IT - zzzz 1345 - Turn 9 - Found Fourth. The Samurai are getting close. IT - The Samurai come in force again. They lose 4 units but kill 3 Cavalry. Also Iroquois and Aztec Longbowmen and Knights in the west kill 2 Cavalry but lose 3 units. 1350 - Attack the Samurai before they can get too many units into the hills and mountains west of Fourth. Kill 7 Samurai, 2 Pikemen and 3 Longbowmen at a cost of one Cavalry. Also get another GL who I use to build another Army. Build Fifth on mid continent. Notes: There is a lot of unsettled land on the new continent. However, many Settlers are on the way. Some have already landed. Others are being sent to the coastal squares between Syracuse and New Veii on the west coast of our continent. I disbanded the ship chain in the south a little early, and sent the ships north in anticipation of a new chain over to Japan. A lot of Samurai seem to be coming south. I would suggest you try to seize the choke point by Bangalore. I should have but didn’t anticipate all the Samurai that Japan would throw at us. :( Karasu Sep 14, 2004, 05:23 AM Looks good. How much do you think before we win this game? :D Samurai will spice up the next turns, it seems. I can play some tonight, and post tomorrow, if nobody wants to give it a go in the meantime. mad-bax Sep 14, 2004, 05:42 AM I'm guessing 15 to 20 turns. Short rushing Cavalry with muskets is good, and setting up a ship chain in the north will cut down the time required I think. We were just half a dozen turns short in getting to the other contient. Karasu Sep 14, 2004, 07:55 AM Ok, I got it. My brain has a very limited memory capability, and that's more or less full with images of war and destruction... I will try to remember Bangalore and the ship chain anyway ;) Karasu Sep 14, 2004, 08:07 PM Pre-turn Gee, we have a lot of money. I spend some rushing Cavalries, Temples and Settlers. Press Enter. The annoying Samurai kill four Cavalries, capturing a Catapult, for the loss of two of them. This situation has to change... Turn 1 - 1355 AD CivAssist tells us that we still have: 4 Aztec, 8 Iroquois, 1 Indian and 26 Japanese cities to destroy for Conquest, or 790 tiles to domination. I set research to Magnetism at 100% -in four turns we will be able to upgrade our caravels to galleons. It will only cost us about a hundred gold and a few points. CivAssist tells me that FlipiumRiskius and Bagacum will riot. Take care that they do not :cool: I am sorry to report that almost all our workers were automated... :mischief: IT Samurai keep on marching south. Right into the open arms embrace of our Cavalries... :ar15: A couple of Iroqouis Knights and Aztec Longbows wander around. Turn 2 - 1360 AD Get rid of the approaching Samurai; I spend most of the turn moving units and healing Cavs. I decide to split our forces in two groups: some will remove the Aztecs in the south, while the bulk will go against Japan. I will leave alone the Iroquois, for the moment. In the meantime, I keep on settling the empty spaces (I still think that domination may be faster than conquest). IT Ops. The roman city of Lost is lost to an Aztec knight that I had not seen -must have been the green armour on grassland... :smoke: Aztec and Japanes ships sink attacking our caravels Samurai attack our Cavalries fortified on a mountain across a river. We loose two, they loose four and two redlined. Still too much for my liking. Turn 3 - 1365 AD Start moving north with some cavalries and cannons. The Aztec campaign force is grouping in Wow. There is also a lonely Aztec city right on the edge of the map, south of FillerUp. At first I couldn't find it! IT Yuk. A Samurai Army too. We discover Magnetism. I nail science back to zero and raise luxury again. Turn 4 - 1070 AD Upgrade a few catapults and caravels. I was planning to cut the Japanese sources of Iron and Horses, so I put a few Explorers online. The ship chain is also working, but I will have to disrupt it for a while, for the Galleon upgrade -and shift it north as we push the Japanese back. IT Nothing Turn 5 - 1375 AD The Samurai Army is destroyed together with five Samurai at the cost of three cavalries. IT Only one Japanese Longbow arrives this turn. Turn 6 - 1380 AD Reinforcements arrive in the other continent at steady pace. Our southern army reaches Kahwanake. IT We are attacked by Iroquois Longbows outside Kahnawake, but resist. Turn 7 - 1385 AD Attack Kahnawake, a pop 2 city with... ...4 Musketmen inside! Kill three loosing one Cavalry, but the surviving four are all wounded. An Army will come in support. Capture Toyama, and keep on advancing towards Japan IT Loose one Cavalry outside Kahnawake to Iroquois Longbows, killing one of them. Turn 8 - 1390 AD Kill five Samurai, but loose two Cavalries around Toyama. Kill an Iroquois Knight in the open, loosing another Cav. Capture Cempoala on the edge of the world. IT Nuffin' Turn 9 - 1395 AD The usual stuff, fighting, killing, burning. The Army is at Kahnawake. The sabotage expedition sets sail to Nara and Matsuyama with two groups of three Explorers. IT Nada Turn 10 - 1400 AD We take Bangalore. It was defended by a single spearman. A city will be founded next to it to close the chokepoint. Hey, the Iroquois are trying to expand in the open spaces! Kill a couple of Muskets in Kahnawake. I just met a Barbarians Regular Grahamiam... :lol: IT Nothing to report. Turn 11 - 1405 AD Kahnawake must have found a deposit of Musketmen. I have killed one more, and there is still at least another one... Where do they find them? Destroy whateveritsname just founded by Iroquois. I mean... Keep on killing Samurai. I lost count. IT Some movements I can't remember. Turn 12 - 1410 AD After one successful bombardment out of 10, the attack on Chondote begins. At least I hope we managed to scare them! Kahnawake finally falls. IT Samurai keep on coming south. Turn 13 - 1415 AD Bad luck with the first load of Explorers. They all got captured. Not a big deal, though. Nara is not far now for our cavalries. Found Chokus Pontius next to Bangalore. IT I will dream Samurai tonight... Turn 14 - 1420 AD Attack on Tynandenaga: the city (size 8) was defended by a regular musket and a spearman -all their musketmen must have been in Kahnawake :D Attack on Calcutta, which falls with no losses. A few Cavalries land near Madras IT The luck these Samurai are having attacking our fortified Cavalries on mountains is simply disgusting. I will have to retreat from Madras... Turn 15 - 1420 AD Retreat one redlined Cavalry from Madras. Get ready to attack Bombay and Oil Springs. IT Usual drip of Samurai... Oh, the Japanese have managed to land a Settler + Samurai in OUR land strip Turn 16 - 1425 AD Ops. I played one too many again... Oil Springs and Bombay are taken. The lonely Samurai gets duly killed. Regroup our units and fortify. Notes CivAssist says: 356 tiles to domination, 2 Aztec, 4 Iroquois, 1 Indian and 23 Japanese cities to conquest. I tried to keep on expanding and capturing cities, but the resistance put up by Japan slowed me down quite a bit. I have left Cavalries on auto-move towards New Pisae, where I have been shifting our ship chain to the other continent. There are also a few settlers on auto-move towards potential new city sites. We have a little load of them between Bangalore and Chokus Pointus; I was waiting for the area to be safe for them to settle. The one between Chokus and Calcutta should found a city right where he is in order to connect them. Alright then, I won't get this game back. Even though I missed most of it, it was another great experience -and I was absolutely not sure that we would make it, I must confess... :goodjob: ! ainwood Sep 15, 2004, 04:01 AM Is it my go? a space oddity Sep 15, 2004, 04:11 AM Take it when you can, was the plan, no? edit: the ease with which Japan wiped out India was an indication how strong they are. It sounds like you made minced meat out of them anyway, Karasu... :goodjob: ainwood Sep 15, 2004, 04:14 AM Ummm.... We have some indian and japanese workers - weren't we supposed to disband these - or are they made from cities? We also have an iroquois settler! Edit - Looks like we're going to have to replay Karasu's turns.... he captured something like 12 cities.... I'm going to have an early night, so might pass on it for now. :( a space oddity Sep 15, 2004, 04:20 AM Oops, they shouldn't be from cities either since captured cities should be razed always, with a single exception when recapturing before 'foreigeners' are born into the city. ainwood Sep 15, 2004, 04:28 AM Cross-edit / post. Looks like karasu captured quite a lot of cities, so we'll have to replay his turns again as well! :( a space oddity Sep 15, 2004, 04:35 AM This isn't quite the end of this game we all imagined at this stage. :sad: I have no time today either, since my son has his birthday party today. ainwood Sep 15, 2004, 04:40 AM Is it a national holiday in the Netherlands today? I'm trying to get hold of a guy in our offices there. Mind-you, I've been trying since monday. :ack: a space oddity Sep 15, 2004, 04:53 AM No, it's a very ordinary day and that's a good thing too, so much wind and rain outside it's better ot be working just now. :) klarius Sep 15, 2004, 06:17 AM Cross-edit / post. Looks like karasu captured quite a lot of cities, so we'll have to replay his turns again as well! :( I would recommend that you just abandon/disband everything illegal. By Karasu's domination strategy you are delayed anyways and the cities and workers will not have helped much. zagnut Sep 15, 2004, 08:52 AM Karasu also commented that a lot of Workers were left automated. I must confess that was my fault. I can't be bothered with the management of so many Workers at this late point in the game that I always automate them unless I am using them to connect roads at the point of advance. I try to unautomate them at the end of my turn in an SG, but forgot this time. Could I suggest that we do leave them automated on the home continent? There are so many to them and each turn is taking so long that to handle them just gets in the way of the ultimate goa. Karasu Sep 15, 2004, 11:46 AM Sorry folks, I completely forgot about razing cities and disbadning workers... :blush: I did remember about Bangalore and the ship chain, though :p That's what happens when you have something else on your mind and get to play late at night. It really looks like our subconscious mind doesn't want to finish this game... And the answer I had been waiting for has not even arrived... Still, I messed it up quite a bit. My apologies (even though they won't fix things). a space oddity Sep 15, 2004, 12:00 PM Let's go with klarius' proposal and play from Karasu's save and just disband all the foreign workers and abandon the foreign cities in the pre-turn. We will not win any awards anyway but we can still finish in time. I'll see whether I can play tonight when all of Robin's guests have left. (I managed to get away for a moment...) mad-bax Sep 15, 2004, 01:42 PM I agree. Lets do that and get the game done. It can only be a few turns now surely? dmanakho Sep 15, 2004, 02:32 PM Common guys just finish this game :) @Mad Bax: You really need to set a time line for the next SGOTM... Without having a time restrictions teams just dragging the game.... When people have deadlines they are more organized. and those who miss it will have to post unfinished game with new status - timeline loss a space oddity Sep 15, 2004, 03:19 PM We are very aware of the deadline, thanks, dmanakho. Rest assured that we are doing what we can. I am actually doubbting whether I will enter the next one, for the added stress involved... anyway, I played three turns, which is what I was able to do this evening, hopefully I've brought us that bit closer... Pre-turn Abandoned all foreign cities. Interestingly some of them state the resistence is now ended... :ack: Press enter. IT The newly arrived stack of cavs draw out 3 Sams and kills them all. [dance] India is still fighting Japan as well. Rebuff the Iroq emissiary. 1430AD - turn 1 Disband all the foreign workers. Setup Cavs to attack St. Regis next turn. Kill 3 more Samurai, move settlers to replace some of the abadoned cities. IT Two more Sams commit harakiri. A Japanese caravel almost sinks our Galley, almost.... :evil: Our Explorer is not attacks and we'll be able to disconnect their northern Iron. Japan lands a Sam next to our undefended Ivory city. 1435AD - turn 2 Raze St. Regis and another Titus is born. Niagara Falls too. (I know, cheesy.. :cringe: ) Move a Cav into the Ivory city. IT The Japanese have razed our Ivory city. 1440AD - turn 3 Raze Oda. Raze Nara, a Japanese core city, their last source of Iron... [dance] Raze Hyderabad. ainwood Sep 15, 2004, 03:20 PM :lol: These mistakes are tiny compared to the ones I make! :p :( dmanakho Sep 15, 2004, 03:29 PM We are very aware of the deadline, thanks, dmanakho. I wasn't picking at your team I swear.... :beer: . Please don't take it personally. :wavey: What i was trying to say is that time limit would be a good feature for the future games. zagnut Sep 15, 2004, 07:15 PM Are you going to take it ainwood? If not, I can. zagnut Sep 15, 2004, 08:10 PM Space, I tried to take your 1440 save but the program will not load it. Says it is an invalid save. Could you put it up again. ainwood Sep 15, 2004, 08:18 PM Space, I tried to take your 1440 save but the program will not load it. Says it is an invalid save. Could you put it up again. Zagnut - go right ahead. :) I might play some turns in about 7 hours from the timestamp of this post, if you're finished with it (no big deal). Re the save: Looks OK to me - it even opnes in civassist, which is much more tempremental! I think its because its a 1.27f save - if you are using 1.14f, then this will be the reason. Either 1.21f or 1.27f patch versions should fix it. :) zagnut Sep 15, 2004, 08:48 PM No, I am using 1.27. I can't open it. Also, getting late and I can't take it now. Sorry. Someone else please grab it. ainwood Sep 15, 2004, 09:06 PM I'll try tonight (6-7 hours from now) - no guarantees though, so if someone else wants it, go for it. :) Karasu Sep 16, 2004, 04:02 AM Not me, that's for sure :D ainwood Sep 16, 2004, 04:58 AM Can't find anything obvious to do.... Press enter. IT - lose two cav an another red-lined to samurai Turn 1: 1445 AD: Lose two three more cavs attacking samaurai. Found antium 2 Wipe-out aztec settler IT Lose another cav. Turn 2: Get a leader beating a longbow, and use him to build another army. Get another one beating a musketman. Take kolapur and raze it. Build another army. Why not? Found neopolis2 on japan boundary. Extends our boundary to bring Tokyon in cav range...Lose one cavalry, but we take it and raze it. IT: Lose a cav to a longbowman Turn 3: 1455 AD: Jaipur razed. Lose 3 cav razing Hakodate. And 4 more failing to take Izumo! :cry: (vet samurai on hills) Ixtapaluca is more succesful - razed, and that's the end of the Aztecs. IT Lose 3 more cav and a legion - attrition rates are high! Turn 4: 1460 AD: Raze Punjab Army redlined, buy Izumo is razed. IT Nuttin Turn 5: 1465 AD: Lahore razed. IT not much Turn 6: 1470 AD: Get another great leader beating up a longbowman - another army. We now have 13 Raze ise Bengal razed. IT rein Turn 7: Two armies coordinate an attack on Dehli, and the indians are out of the game. Caughnawaga razed, and the iroquois are gone. IT Win 3 defensive battles against longbows Turn 8 Razed Kyoto Razed Satsuma IT nothing Turn 9 Raze Yokohama Razed Osaka Razed Edo IT Turn 10 Nagoya razed. Turn 11? 1500AD Nagasaki razed. Matsuyama razed. Should win next turn.... IT Turn 12 Kagoshima razed. Shimonseki razed. Sapporo razed, and that's it! :D mad-bax Sep 16, 2004, 05:01 AM Well hoo bloody ray! ;) Well done guys... it was certainly a difficult game. Let's hope the map maker gives the staff team a small break in the next one. ;) Capt Buttkick Sep 16, 2004, 05:14 AM :lol: Well done, staff :goodjob: The leader Xteam had just in time for Leo's and our disconnecting strat prob made all the difference. Karasu Sep 16, 2004, 05:16 AM Let's hope the map maker gives the staff team a small break in the next one. ;) Well said :D I only hope he hears your plea... ainwood Sep 16, 2004, 05:30 AM I think that 7000+ Jason points in this game is pretty good, and quite a few variant teams managed that. :) klarius Sep 16, 2004, 05:54 AM A difficult variant well played :goodjob: If you could find a way that everybody knows the rules and maybe even get consensus about what victory condition to pursue, it could be even a tad better :crazyeye: :p a space oddity Sep 16, 2004, 06:06 AM Well done, Ainwood! Well done, team! We've made it, and in time too! [dance] Karasu Sep 16, 2004, 06:58 AM A difficult variant well played :goodjob: If you could find a way that everybody knows the rules and maybe even get consensus about what victory condition to pursue, it could be even a tad better :crazyeye: :p Mates, I have the impression that someone thinks we played this game in a rather chaotic fasion... :hmm: :lol: EDIT: So you can finally concentrate on your HoF game, Space? :p AlanH Sep 16, 2004, 06:59 AM Well done Staff. Great Firaxis score, it's remarkable how much Jason cut it back, but you still beat ours ... just. a space oddity Sep 16, 2004, 07:17 AM EDIT: So you can finally concentrate on your HoF game, Space? :p Well, I meant for SGOTM4, but now that you mention it.... :p zagnut Sep 16, 2004, 07:51 AM Good job, ainwood. You certainly finished in a flourish. Congratulations, team. A very enjoyable game. civ_steve Sep 17, 2004, 09:25 AM Common guys just finish this game :) @Mad Bax: You really need to set a time line for the next SGOTM... Yes, I totally agree!! A Team must take at LEAST 2 days to complete a set of turns!! :D Good Job to the Staff Team as well! I haven't reviewed the early part of your posts; I think the most interesting comparison of games will be how the Teams survived until Knights/Cavalry came along. With respect to our finish time, I confess we used the Palace Teleporter to transport about 6 fully loaded 4-Cav armies over to the 2nd continent. Without them we'd probably need quite a few more turns to finish the game. ainwood Sep 17, 2004, 10:21 PM Well, I meant for SGOTM4, but now that you mention it.... :pWell, I hope you did mean SGOTM 4. How about it? And you Zagnut? Are you keen as well? :) a space oddity Sep 18, 2004, 02:04 AM Well, I am trying to reduce 'mandatory' civ time, but since this is a 5CC, I'll give it a go. Karasu Sep 18, 2004, 06:19 AM I have been trying to do the same, Space, but if it is mandatory... ;) zagnut Sep 18, 2004, 08:20 AM I would be honored to join you all in another romp. |
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