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Pre-Beta Test

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Pre-Beta Test

Post  Twoy on Sat Dec 25, 2010 3:23 am

I recommend the 3 titans run a pre-beta test to iron out the process if you have not already done so. The pre-beta should run for about 10 turns.

Titan A--GM.
Titan B--Newbie Side with a level one city and an overlord.
Titan C--Starts at round Turn 50 with a level 4 capital, and two level 2 cities. Just popped his first warlord in his capital last turn and will pop another next turn in one of his level 2 cities and the turn after that another warlord. At least one of the warlords should be a caster. He would also start with about 2,000 upkeep worth of units.

The purpose of the test would not be to see if Titan B can destroy Titan A. The purpose would be to set up a process to run orders.
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Re: Pre-Beta Test

Post  SirShadow on Sat Dec 25, 2010 11:44 am

despite the interesting things about this playtest, I don't think a player could EVER beat a GM... :P

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Re: Pre-Beta Test

Post  thetobias on Sat Dec 25, 2010 12:25 pm

I think twoy means titan b defeat titan c?

I fully support this, I'll be Titan B
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Re: Pre-Beta Test

Post  Shusagi on Sat Dec 25, 2010 2:55 pm

I'll be Titan A for this.

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Re: Pre-Beta Test

Post  thetobias on Sun Dec 26, 2010 10:07 am



Sir Shadow: meant to quote but accidentally edited, curse my laziness and bad luck.
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Re: Pre-Beta Test

Post  SirShadow on Sun Dec 26, 2010 2:02 pm

So then I guess I'm the big bad Titan C :P

I'll have side info up in a little (probably tomorrow), busy with Christmas related things ATM.

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Re: Pre-Beta Test

Post  Shusagi on Sun Dec 26, 2010 2:18 pm

And this is why I picked A. Less work. : D

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Re: Pre-Beta Test

Post  thetobias on Sun Dec 26, 2010 2:20 pm

et voilla:


The Proving Grounds are ready for a fight. These 55*35 hex island seem to have all the terrain types, what a surprise Razz
The Axion will ofc be starting in the mountains in the left of the island

@ shusagi: Oh you poor deluded fool.. managing a game is much worse then playing it Razz
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Re: Pre-Beta Test

Post  SirShadow on Sun Dec 26, 2010 10:46 pm

Side: Wildwood Domain
Ruler: Lord Elmrond
Favored Terrain: Forest
Description:
Insignia:
Infantry
Spoiler:

Shortbow Archers (40)
5/5/1/3; Ranged
With their infamous shortbows, these brave warriors don't mind getting close and personal with their enemies.

Tweant Sapling (20/30)
7/2/6/(3); garrison
Small tree-like creatures that defend the forest cities of the Wildwood.

Longbow Archer (40/50)
5/7/0/(2); garrison, ranged, rider
Powerful marksmen that are deadly when combined with the mobility of the Hippogwiff

Faerie Dwagon Whelp (30)
3/0/0/11; Flight, Scout
Tricksome little creatures that look like a cross between butterflies and dwagons.

Tweant Forestguard (100)
10/5/6/13; Fast, Heavy, Seige, Simple-Changemancy
Older powerfully-built tweants that move with ease through the treas. They are dedicated to expanding the expanse of the forest.
Special
Spoiler:
Hippogwiff (40)
6/3/4/11; Fast, mount
Half stag, half eagle, all speed. These flying beasts have a fierce demeanor that belies their gentle nature.

Songsmith (40)
6/3/3/4; Builder, Fabrication
Wise, skilled crafters that literally sing their works of art into creation.

Fearie Dwagon (80)
6/4/3/11; Fast, Flight, Simple-Foolamancy
Fleet, crafty tricksters known for their ability to move unseen through enemy territory.

Forest Spirit
16/12(24)/6/28; Battlecrap, Flight, Frightening, Heavy, Toxin, Very Fast
Tall tauric creatures with the body of a man above the waste and that of a deer below the waist. With couragous divebombs, they charge into ground units with their antlers leading the way with all the wrath of the forest behind it.
Naval
Spoiler:

Shoalskimmer (60)
6/5/2/4/8; Ranged, Water-Capable
Used mainly for patrolling shores.

Windracer (90)
8/3/3/15/16; Water-Capable
The Windracer is a used as a staging point for scouts and brief forays into enemy territory.

Wingship (130)
10/22/5/5/30; Ranged, Water-Capable
Slow but elegant, the Wingship is a powerful force on the waters.

Fluff will be posted later. Also, since I get a free warlord to start with, can I just say it was a caster? or do you want to roll for that?


Last edited by SirShadow on Mon Dec 27, 2010 9:15 am; edited 3 times in total

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Re: Pre-Beta Test

Post  Nihila on Sun Dec 26, 2010 11:48 pm

Sir Shadow, your Stabbers and Archers should have 40 and 40/50 upkeep, respectively. Upkeep increases by 5 per point spent on specials, not 5 per special.

Also, A/B units can't buy complex specials (Fast, Fabrication), and C units can't buy high-level specials(limited -mancies)
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Re: Pre-Beta Test

Post  SirShadow on Mon Dec 27, 2010 6:29 am

There are 3 kinds of specials, simple, complex and high level. All units can use their points to buy simple specials. Only knight-class infantry and A-, B-, and C-specials can take complex specials. The high-level specials can only be taken by knight class-infantry and C-class specials. Every point you invest in a special increases the units upkeep by 5$/turn (this only counts for stabbers, pikers, archers and scouts).
https://docs.google.com/document/d/1CYuPnBNltl7y71fkhQiZHDheUiERI6XkICljMLh0JBU/edit?authkey=CNHX6PcC&hl=en#heading=h.813prakweed9

That's from what I understand to be the official rules...

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Re: Pre-Beta Test

Post  Nihila on Mon Dec 27, 2010 8:55 am

Oh... I thought it was different... sorry...

Wait, why aren't D-class units mentioned in that excerpt? They're a little important.
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Re: Pre-Beta Test

Post  SirShadow on Mon Dec 27, 2010 8:56 am

I suppose we'll need to wait for tobias to clarify <__<

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Re: Pre-Beta Test

Post  thetobias on Mon Dec 27, 2010 2:42 pm

Aaaah... I see the problem...

The part Sir Shadow is quoting is an old bit, left from before I found the D-specials in Kaed's rules. (it could also have been a mistype while making the rules. I'm only human.)

Clarifictation
A/B can NOT use complex
C can NOT use high level


Simple: All units
Complex: C, D, Knight
High Level: D, Knight

On another note: It might be better to start both me and shadow of as beginning sides on the provided map. That would simulate how New Erf will be run. (2 sides per titan and stuff) I am looking at making two sides and locking me out sir shadows and vice versa (but giving everyone else full-view privileges)
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Re: Pre-Beta Test

Post  HerbieRai on Mon Dec 27, 2010 3:08 pm

I think the large side was so GMs could see how much effort running a side 80+ turns into the game is going to be like, not necessarily to see if the little guy can "win". It will be good to try and find a method of going through a turn for both small and big empires that requires minimal work for the GM. Having both start small it will take you guys a good while to get to where you can develop a method. What speeds up a small empires turn may slow down a large one, and vice versa.


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Re: Pre-Beta Test

Post  SirShadow on Mon Dec 27, 2010 4:16 pm

Well, if that is the case, I would make the argument that fabrication is a simple special since Twolls are clearly an A/B special.

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Re: Pre-Beta Test

Post  HerbieRai on Mon Dec 27, 2010 4:51 pm

What is the C unit?

Spidews could easily be A or B
Dwagons are D

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Re: Pre-Beta Test

Post  SirShadow on Mon Dec 27, 2010 8:41 pm

according to the blip about gobwin knob city production:
twolls can be created in a level 1 city
spidews can be created in level 2 city
dwagons can be created in a level 3 city.

I'm guessing spidews are the C because they have: Mount, Burrowing, and Toxin.

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Re: Pre-Beta Test

Post  Nihila on Tue Dec 28, 2010 12:06 am

Twolls could be heavy Knights. GK's Hobgobwins are Natural Allies.

Or, Spidews could be heavy Knights, which makes more sense.
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Re: Pre-Beta Test

Post  SirShadow on Tue Dec 28, 2010 12:18 am

no, those are in addition to the standard infantry.

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Re: Pre-Beta Test

Post  Shusagi on Tue Dec 28, 2010 8:55 pm

Well, Gobwin Knob also has like 7 or 8 colors of dragons (so 8 different D units) which isn't accounted for either. It's hard to compare, but Fabrication seems to be fairly low level.

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Re: Pre-Beta Test

Post  SirShadow on Tue Dec 28, 2010 11:18 pm

well, I'd assume the different color dwagons are a special due to the arkenhammer. Given his liking for them, Gobwin knob probably has red dwagons as their normal popping unit.

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Re: Pre-Beta Test

Post  Twoy on Wed Dec 29, 2010 2:02 am

The fabrication that Twolls have seems to be much weaker than the fabrication from a mancer or mancer link.

Comparing the fabrication that we have seen from GK with the fabrication in the current rule set is like comparing apples and 100 pound watermelons. GK's trolls have not accomplished anything comparable to what fabrication allows in the New Erf rules.
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Re: Pre-Beta Test

Post  SirShadow on Wed Dec 29, 2010 8:00 am

We also haven't really seen them try. Also, who do you suppose made all the items parson is now wearing?

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Re: Pre-Beta Test

Post  doom3607 on Wed Dec 29, 2010 10:25 am

Since they're magic, casters and caster links.
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Re: Pre-Beta Test

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