[CR@W] the Bannermen [Complete] - House of Fire (TOFU) Wins!

Finished challenges between two competitive clans.

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groovysmurf
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Re: CR@W: the Bannermen [Turn 56 Due Thur Nov 23 at 23:59 CC

Post by groovysmurf »

hopalong wrote:how will i know that you are you and not, say, elric? that would be awkward, for a variety of reasons.

That's easy! A very special Canadian told me that I still cannot use the word "eh" properly. If I were Elric, I'm sure that would be one of my many talents. 8-)
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Donelladan
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Re: CR@W: the Bannermen [Turn 56 Due Thur Nov 23 at 23:59 CC

Post by Donelladan »

Soon all active members of LHDD will be playing ( or dead) in CR@W.
What happens when I run out of active players to recuit lords ?


EDIT : just heard that the limit was 15 lords, if so it should be fine.
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Re: CR@W: the Bannermen [Turn 56 Due Thur Nov 23 at 23:59 CC

Post by rockfist »

I'll come and find you, so you may want to get your question answered for a bit later anyway ;)
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Re: CR@W: the Bannermen [Turn 56 Due Thur Nov 23 at 23:59 CC

Post by IcePack »

Donelladan wrote:Soon all active members of LHDD will be playing ( or dead) in CR@W.
What happens when I run out of active players to recuit lords ?


EDIT : just heard that the limit was 15 lords, if so it should be fine.


Yeah, the standard limit is 15, once you max out you gotta maximize their lives / damage.
In CR@W: Homeworld (v2) there is more flexibility in your player counts
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Re: CR@W: the Bannermen [Turn 56 Due Thur Nov 23 at 23:59 CC

Post by Donelladan »

Thx IcePack :)

Good to know rockfist, I am also looking for you. Please don't die stupidly before I find you...
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Re: CR@W: the Bannermen [Turn 56 Due Thur Nov 23 at 23:59 CC

Post by rockfist »

If you come upon a trail of bodies then follow it :D
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Re: CR@W: the Bannermen [Turn 57 Due Mon Nov 27 at 23:59 CCT

Post by hopalong »

not filling games/not providing settings for battles for several days is taking slow play to a whole new level. it seems like it has been a month since we had a game start within 4 days of an engagement being declared. good for you for finding a loophole and not being penalized for it. i hope this changes in the next version.

it should be 24 hours to submit settings, and you better have a good reason for not accepting within 24 hours. you should have to choose your settings before you enter a structure or you dont get to enter it. same goes if you want to attack someone - submit your map and settings, or you dont get to attack.

these delays are needless and in poor form.
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Re: CR@W: the Bannermen [Turn 57 Due Mon Nov 27 at 23:59 CCT

Post by rockfist »

Don,

What he is saying is I’ve been waiting for settings for 72 hours. At that rate, I doubt we will ever meet on the field.

I don’t even know who this person is, but they must be afraid...the engagement has noteven begun and they are delaying...(to the anonymous opponent, not Don) it’s your damn settings, there must be one that you are reasonably confident you can defeat me on, no?
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Re: CR@W: the Bannermen [Turn 57 Due Mon Nov 27 at 23:59 CCT

Post by IcePack »

hopalong wrote:not filling games/not providing settings for battles for several days is taking slow play to a whole new level. it seems like it has been a month since we had a game start within 4 days of an engagement being declared. good for you for finding a loophole and not being penalized for it. i hope this changes in the next version.

it should be 24 hours to submit settings, and you better have a good reason for not accepting within 24 hours. you should have to choose your settings before you enter a structure or you dont get to enter it. same goes if you want to attack someone - submit your map and settings, or you dont get to attack.

these delays are needless and in poor form.


rockfist wrote:Don,

What he is saying is I’ve been waiting for settings for 72 hours. At that rate, I doubt we will ever meet on the field.

I don’t even know who this person is, but they must be afraid...the engagement has noteven begun and they are delaying...(to the anonymous opponent, not Don) it’s your damn settings, there must be one that you are reasonably confident you can defeat me on, no?


I think for most of the clans, theres a central active group pretty involved and then "others" to fill out the numbers. Some of the others (barely) know they are even "in" the game until games come up. Generally it just takes time for the overlords to message the leaders, who go back and message the players, who respond to the leaders, who send back to the overlords.
But it never ceases to fail people have busy days at work, so can be delayed at any of those junctures. the Leader doesn't get the pm to the player right away, or the player doesn't get back to the leader asap. Or they have to ask what they are even talking about because they didn't realize they were in the game, or someones gone for the weekend, or their dog died, or they're on vacation, or they are sick, or....

Well you get the idea :) We encountered most everything during this game. We've tried to do our best to manage some of the more difficult scenarios that had delays beyond our target timeline (only a handful I'm aware of that really truly exceeded and most were exceptional circumstances). Other than that, its just been natural communication delays between parties.

As with clue, even a simple thing (like asking which clan to attack out of three, or dubs trips or quads game on pre defined settings) doesn't always get a quick response. I tried to combat this with "defaults" that people could enter so I didn't have to PM anyone, but nearly no clans utilizied default maps and settings for any scenarios. So it resorts back to PM, but as happened a few times, when they truly exceeded the timeframe or it was felt that actions wouldn't be taken within reasonable time frames, those were handled instead of continued wait periods.

The second version has narrowed map choices down, and I'm hoping to get more clans to utilize pre defined games and settings so that its much quicker. But there in any scenario are likely to be a few days delay even in perfect situations. Not every clan is as organized and on top of things as the top handful are, or as good as communication or contacting one another in real time etc that some of the clans do / are capable of.

I also know a few actually plan out the games (IE research known lords to see what maps and settings they are good at) which also takes time (as long as its within the acceptable criteria, its allowed). While some do it in planning, others do it during the games itself and slow play the turns. Thats the reason we defined a period of time that was "acceptable" much like the "acceptable" 24 hours to take a turn, there was "acceptable" amounts of time to research, plan, and communicate before a battle took place.
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Re: CR@W: the Bannermen [Turn 57 Due Mon Nov 27 at 23:59 CCT

Post by rockfist »

It took me 5 minutes to research the last setting I sent...maybe 10 tops, but I guess I have more experience on that than a lot of people.
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Re: CR@W: the Bannermen [Turn 57 Due Mon Nov 27 at 23:59 CCT

Post by ElricTheGreat »

On the same topic as I just read through ...

Don, will you have your lord 1664 submit his settings any time soon?

I try to attack someone and am stopped because your lord attacked me before I could make an attack. Now it is time to submit another turn and our match still has not started.

During this event our team has been held hostage for longer than a week on multiple occasions.

I would suggest that if the settings have not been submitted and the game started before the next turn is due that the other team is given the choice of choosing the settings or avoiding the encounter.

Just my thoughts

As for having all of your players engaged ... that is fantastic! With only a handful of turns left to take it is exhilarating to know that after all this time ... most teams have all hands on deck and if they do not ... maybe they were not really committed to this Realm and hopefully will not be considered when the final decision is made on who deserves the 2nd phase title
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Re: CR@W: the Bannermen [Turn 57 Due Mon Nov 27 at 23:59 CCT

Post by groovysmurf »

Just give me your freakin' settings people. Or else I will make all the games zombie, no reinforcements, trench. I am a crueler ruler than Ice, I guess.
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Re: CR@W: the Bannermen [Turn 57 Due Mon Nov 27 at 23:59 CCT

Post by Donelladan »

ElricTheGreat wrote:On the same topic as I just read through ...

Don, will you have your lord 1664 submit his settings any time soon?

I try to attack someone and am stopped because your lord attacked me before I could make an attack. Now it is time to submit another turn and our match still has not started.

During this event our team has been held hostage for longer than a week on multiple occasions.

I would suggest that if the settings have not been submitted and the game started before the next turn is due that the other team is given the choice of choosing the settings or avoiding the encounter.

Just my thoughts

As for having all of your players engaged ... that is fantastic! With only a handful of turns left to take it is exhilarating to know that after all this time ... most teams have all hands on deck and if they do not ... maybe they were not really committed to this Realm and hopefully will not be considered when the final decision is made on who deserves the 2nd phase title


I am on top of it. Already sent him a reminder pm, sent a second just before reading this.
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Re: CR@W: the Bannermen [Turn 58 Due Fri Dec 1 at 23:59 CCT]

Post by rockfist »

So its one of yours Ice? I just found that out today, but that explains a lot. I can't be that tough to plan for, just send over one of your settings like last year, I'm sure it'll work out fine.
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Re: CR@W: the Bannermen [Turn 58 Due Fri Dec 1 at 23:59 CCT]

Post by IcePack »

rockfist wrote:So its one of yours Ice? I just found that out today, but that explains a lot. I can't be that tough to plan for, just send over one of your settings like last year, I'm sure it'll work out fine.


Eh? I’m only in the game now as an assistant to groovy. Idk what FALL is doing tbh.
I’m busy IRL and on CC (finishing v2) so honestly - not a clue.
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Re: CR@W: the Bannermen [Turn 58 Due Fri Dec 1 at 23:59 CCT]

Post by IcePack »

Found out the issue and resolved it.
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Re: CR@W: the Bannermen [Turn 58 Due Fri Dec 1 at 23:59 CCT]

Post by hopalong »

IcePack wrote:Found out the issue and resolved it.


thank you.
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Re: CR@W: the Bannermen [Turn 58 Due Fri Dec 1 at 23:59 CCT]

Post by rockfist »

Thanks, Ice.
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Re: CR@W: the Bannermen [Turn 59 Due Tues Dec 5 at 23:59 CCT

Post by IcePack »

I’m 95% done w/ version 2. Do people want me to wait until everything is finalized or do you prefer seeing now, asking questions, making changes, etc. only a few things might change based on meta map coding etc

It would also allow sign ups so I can start on the meta map finalization
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Re: CR@W: the Bannermen [Turn 59 Due Tues Dec 5 at 23:59 CCT

Post by Donelladan »

I prefer seeing now.
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Re: CR@W: the Bannermen [Turn 59 Due Tues Dec 5 at 23:59 CCT

Post by josko.ri »

I prefer seeing now.
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Re: CR@W: the Bannermen [Turn 59 Due Tues Dec 5 at 23:59 CCT

Post by TX AG 90 »

Sooner, the better!
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Re: CR@W: the Bannermen [Turn 59 Due Tues Dec 5 at 23:59 CCT

Post by hopalong »

take it all off!!! show us yer money maker now!!!!
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Re: CR@W: the Bannermen [Turn 59 Due Tues Dec 5 at 23:59 CCT

Post by TX AG 90 »

I'm enjoying my CC "vacation", but after reading the last 3 pages of the Forum, I wish I would have been able to stay involved with CR@W.

Sorry I had to bail on our alliance Hop - had some major events in RL slam me simultaneously.

Anyway, I'm looking forward to coming back in 2018 and immersing myself in v2.
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Re: CR@W: the Bannermen [Turn 59 Due Tues Dec 5 at 23:59 CCT

Post by JPlo64 »

Lets see it now!
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