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(WA). Turn 1 went according to plan. I do really like the eagle familiar spell it definitely improves the magic kingdoms ability to recon an maybe actually fight for control of a region rather than sitting back and taking scraps early on.
I did find a quest US which is cool and both neutral and human controlled villages. Is that correct? I thought all PC's started out controlled either by human or player.
I'm having issues with entering advanced recon orders for turn 2. I have an agent 4 doing search for encounters and it looks like UM is trying to restrict the drop downs to only available squares (which is a great idea) but it's not allowing me each possible iteration. Anyone else seeing this? These would be orders 978 and 979.
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12-08-2015, 09:32 PM
(This post was last modified: 12-08-2015, 09:33 PM by IMPERIAL_TARK.)
PI -> All Kingdoms
Greetings ye Landlubber Royals,
This be Captain Blackjack of the Sea Shark Confederacy affectionately known by many as the Pirates. You may in the past have been used to dealing with the outfit known as the UN. They are no more; they met with a bit of an accident and their clients are now our clients.
We be rulin' the seas and the agents now. Now before any of you go gettin' all scared, you can relax as we have no designs on what y'all refer to as regional control. You can keep all your precious land and coastal PCs. However, we will be claiming the PCs that exist solely in the water ways of Alamaze. Now we not be greedy so we'll take only a few in the beginning so yuse big boys that needs regions can gain your precious control. However, once you've established control, we'd appreciate a quick transference of said water PCs to the Pirates.
In appreciation for them their pieces of real estate, your interests in the seas will be protected by yours truly, your shipping lanes free and clear, and your patrols can zip across the water without storms, krakens, or interdictions.
Now some of you are saying, but hey Mr. Pirate. We don't have any water interests, we don't even touch water. Never fear, we also have many underhanded services available given that we have high level agents spread out across the whole country. For the right prices, dirty deeds can be done, but rarely will they be dirt cheap, lessening of course you're providing real estate or financial support to us. And then of course, should you need naval services we can assist there to... I pity the water nations that haven't purchased our generous protection plans when that day comes.
Many of you will have food needs when the harsh winters come. The sea provides for us no matter the season, we make an excellent trading partner in all months. We can certainly do ya better than the 3 for 1 the damn bankers charge ye (it's highway robbery, but we does respect them bankers, they be pirates at heart!).
Finally, we Pirates consider ourselves to be experts in the what is properly known as Artifact Requisition. As adventurers by trade and possessing that them there Valyrian Steel plus them fancy Bridge of Mist and Evening Star intrinsic spells, getting artifacts is a snap. Plus, we have assets spreads out everywhere so we can get there in a hurry. Heck we got eyeballs on no less than 6 artifacts already! So here's the deal, you send us the location of your beloved artifact and we'll go hunt it down for ya. We'll ship it right back to you the minute we have it for the minimum required price of $10K in gold. In exchange, we get to keep all the non-artifact loot/gold that we find there. So keep those groups of yours home where they can defend your ladyfolk and leave the hardcore slogging through marsh, cold, graveyard, and wild seas of loot retrieval to your friendly neighborhood pirate.
You do right be us, we do right by you. Lay on a hand on a pirate and you'll be pulling back a stump (that warnin's free o' charge, matey)!
Now in fairness, I should add, I already got me two clients. There is a limited supply of agents and artifact hunters so act fast, less you be left out in the cold, or worse yet, your enemy employs my services before you do.
Captain Blackjack of the Sea Shark Confederacy
(bschrade@emporia.edu)
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I find when you get extra boxes it is best to select no action and redo the order.
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RA Turn 2 orders have been submitted. I'm liking the Eagle Familiar spell, which I believe has been lauded before. Being able to search four squares for PCs, groups and unusual sightings is very nice. RA getting it earlier than normal is a definite advantage and seem thematically appropriate. I'm speculating that RA's leader boosting traits along with Eagle Familiar and the Riders trait could make RA very good at artifact hunting.
I did notice one minor thing during order entry that isn't worth any immediate effort, but may be worth adding to the to-do list(which I'm sure is already very long). When entering my movement orders, I accidentally put in more squares of movement than I had for two of my groups. The only way I could see to correct that error was to delete the entire movement order and reenter it from scratch. An ability to edit an entered order would be nice - not at all necessary, just nice when/if we every get to low priority development items.