Rat12 - Team Challenge AWN

To the other players:
I was at Landmon's place on Saturday and we acccessed this website. When he loaded this page, he only saw about 1-2 of the ~8-10 images i attached with my last turn. Post #58, for example, only contained one image (it should contain 3 of them). Is this a problem everyone has or only him?
Any suggestions?
 
Landmonitor, if you can try and finish the AI off, this game is too easy that we don't want to drag it too long.

What i found was that the AI really :smoke: with their worker tasks. I followed what they did every turn and it's amazingly stupid. Best was that they let a wounded warrior pillage and refused to attack with archers simply because they had only 2 near. Dumb if you ask me.

I guess we need to play at a higher difficulty to learn more about the AI.
 
Greebley said:
I see all 3 in miniature and can click on them and bring them up.

You could have him check again - it might have been a temporary glitch? Or clean out the temporary files and try again? See if that fixes it.

Cool. I guess its his comp then.
 
@the SG

My turn was fun, and got hairy at one point, but the game is now won, apparently.

The Chinese capital capture was made possible by the barbs.

Does anybody wanna try the variant with the barbs toned down and/or the difficulty to monarch or emperor?

Also, does anyone know how to make thumbnails in the middle of their post? I noticed that players who use imageshack usually have them. When i use the attachments feature, all i get is the big picture in the editor, and when i post it, it shows a link.
 
@Talamane:

I got thumbs by using the manage attachments option. Its weird that it doesn't do that for you.
 
I'd be up for trying this on a higher difficulty or even with another AI team on the same size map. Maybe try that Oasis seed, that could be interesting. Might not be any corn on floodplains, but it'd still be worth chekcing out, you know?
 
before going for a higher difficulty, I'd like this one to be finished, your turns are overdue, Landmonitor,. Are you still playing them?
 
1 - Pressed return.

2 - Advanced on Mecca, sent settler to a really sweet square (5 hills, 2 Wheats, 1 Floodplain, much grassland). This will be a farm/mine city. Cottages to fill in the gaps.

3 - Barb archers attacked our medic - they died. Western Pickets moved further West.

4 - Barbs S of Perspolis. Moving Axe to intercept. LMB build Imm, send west. Basically ALL of my Immortals go west to the former Chinese City to group for a raid on Mali. Founded Tehran (these are forward thinking Perisans)

5 - Aztecs found another city.

6 - Barbs attack near Persepolis, they die. Send 3 workers to Tehran to build farms and mines. New Immortal.

7 - Barbs near Mecca attack our army, we kill them. Learn Meditation, do HBR since its only 5 turns. New Immortal. Took Mecca, losing both immortals but keeping both Axemen. An immortal is diverted South to garrisson it. (Yeah, I kept that one)

8 - Western Immortal (Near old Xinyiang) badly injured by axemen.

9 - Libary in Capital, build archer. New Immortal. 2x unhappiness in Pasagarde, must hook up furs.

10 - Killed barbs, made anti-melee immortal in Mecca.

11 - Barbs are trashing Monty's homeland. That's his problem.

12 - Give Mecca to Monty as his troops just arrived. Our boys stay around as there are LOTS of barbarians converging on Mecca. We have some peacekeepers after all. Finished HBR, moving onto Priesthood.

13 - Immortal klils Archer. Archer in Persep - replace western hill picket (gave him guerrilla I), sent that picket south. Axes in LMB and Pasagarde. Build HA in Pasagarde, build Axe in LMB.

14 - Workers: Mine in Tehran, roads to wheat, fur camp started.

15 - Barbs attack Mecca, massacred. Buddism spread to persepolis (FINALLY! - We need lots of temples!). PH finished, moving on to CoL, told Monty to help us. 20 turns, but will be worth it.

-There are five Immortals gathered on the site of Xinyiang (Named after members of Pink Floyd). They should go raid Mali and trash up its gold mine and farms. Watch out for those skirmishers.

-Apologies for the tardiness, had to read some books.

-Also, I think we could handle a higher difficulty or more AI's. This was WAY too easy.
 
Landmonitor just replayed the turns i played. I checked it out though and it was my bad because i uploaded the wrong saved game. I am suprised you didn't notice the years, the existance of Mecca, and Susa.
Anyway, my bad. Here is the save as i had it at the end of my turn.

View attachment 117977

Sorry:blush:
 
Roster check:
Rat
Immac
Landmonitor
Greebley - up
Talamane

I think we simply stick with Landmonitors latest save, else this is too messy. We should try and build merely military and finish it off
 
Short summary as I didn't do that much.

I tried an attack on Djenne which didn't go well. He has a super Skirmisher in the town (3 levels town defense). I aborted the attack after losing a unit and a few retreats. We have no healed but there are 3 Skirmishers there and I don't know how many units to attack with The AI may move one out.

I definitely preferred Immortals. Skirmishers are Archer units so we get a +50% bonus. This makes Immortals as good as horse archers.

My main project for the turn was a road to get us to the Enemy. See the picture below.

Rat12_AD1.jpg
 
Roster check:
Rat
Immac
Landmonitor
Greebley
Talamane - up
 
Talamane said:
OK, got it. Play/post tomorrow.

SO? We still alive? IS Mansa dead?
 
Talamane said:
Playing now. RL was in my face yesterday.

Cool. No pressure; take your time. I am just curious to see how things go.
 
Back
Top Bottom