Next step… The trial run just in order to get a feel for the mechanics of the Danelaw / Dark Ages Britain Mod.
Everyone creates a multiplayer challenge with the Danelaw Module for the next player in line i.e.,
1 kronenblatt challenges 2 chiquichops,
2 chiquichops challenges 3 Cargol,
3 Cargol challenges 4 Otasan, and
4 Otasan challenges 1 kronenblatt.
Select each player’s main armies to be used in the campaign (Anglo-Saxon for chiquihops and Cargol, Viking for kronenblatt and Otasan) and whichever allies for yourself and opponent, North European Agricultural or Plain, and 1600 FP force size.
Then we can also make sure that the mod works as it should, in addition to getting used to the mod mechanics.
Ok, everyone? @chiquichops @cargol @otosan
Great idea. So, I posted a challenge for @cargol Anglo Saxon, Brythonic allies vs Anglo Saxon, Viking allies. Large force, wide map, Northern European agricultural
Password FGM1
"En cualquier dirección que recorras el alma, nunca tropezarás con sus límites." Sócrates
Excellent! And please note @chiquichops @cargol @otosan that units are picked BEFORE the map is actually shown. 😎 You also at such time need to BUY (@30 FP) each general that you want, in addition to the C-in-C (who is free).
How do I receive the challenge, email?
How do I receive the challenge, email?
No, it will be posted in-game, in the Multiplayer Lobby, with a password. If you know the password (which Cargol will send you or post here), you can then pick it up.
Ok. My user name in the slitherine server is 88mmshock If that matters.
Kronenblat, I muddled through and posted a challenge. I filled in Player A and B armies and allies. I don't know if that was correct thing to do or not.
Password is the ever secure FGM1
Ok. My user name in the slitherine server is 88mmshock If that matters.
Kronenblat, I muddled through and posted a challenge. I filled in Player A and B armies and allies. I don't know if that was correct thing to do or not.
Password is the ever secure FGM1
Excellent! I’ll pick it up on Sunday evening when back in town.
@chiquichops : I’ll set up our challenge then too.
Excellent. I will accept it later today. Best of luck.
kronenblatt challenges @chiquichops with password TRIAL
Sorry, I was expecting a notification of some sort that it was my turn. I just checked the lobby and found 2 games there.
Sorry, I was expecting a notification of some sort that it was my turn. I just checked the lobby and found 2 games there.
I get emails (from donotreply@slitherine.co.uk) about that:
Opponents: 88mmshock
Sorted. Had to subscribe to various notifications.
My battle witn @cargol is over. It is a good idea to get used to the mod, some quite important changes have been made. all in all, a great exprience and I'm looking forward to getting into the campaign. Thanks @cargol for the battle. Happy Solstice everyone!
"En cualquier dirección que recorras el alma, nunca tropezarás con sus límites." Sócrates
My battle witn @cargol is over. It is a good idea to get used to the mod, some quite important changes have been made. all in all, a great exprience and I'm looking forward to getting into the campaign. Thanks @cargol for the battle. Happy Solstice everyone!
Thanks, you too: now it's getting lighter (from a very dark season, only a few hours of sunshine in total in December so far).
Anyway, what was your and @cargol 's main findings and surprises of the mod? 😎
@kronenblatt Well, I don't think I can remember all the changes but I have the notes so I'll go through them again. Casualties seem lighter in melee and casualties caused by missile fire are lighter too. I'm not sure if units break with lower casualties, I'll have to look. Line of sight is limited, which can add to the suspense and doesn't give time for a repositioning of units if your opponent suddenly advances on you, nice. I love the blind recruitment, not seeing the field of battle yet, that is an improvement too. Missile troops having a limited amount of arrows is great too, you can't just pick away at someone for ever. This seems much more historical to me. units refusing to charge is a great touch. This happened a few times and made a lot of sense each time.
All in all, it seems a little less gamey.
"En cualquier dirección que recorras el alma, nunca tropezarás con sus límites." Sócrates
@kronenblatt Well, I don't think I can remember all the changes but I have the notes so I'll go through them again. Casualties seem lighter in melee and casualties caused by missile fire are lighter too. I'm not sure if units break with lower casualties, I'll have to look. Line of sight is limited, which can add to the suspense and doesn't give time for a repositioning of units if your opponent suddenly advances on you, nice. I love the blind recruitment, not seeing the field of battle yet, that is an improvement too. Missile troops having a limited amount of arrows is great too, you can't just pick away at someone for ever. This seems much more historical to me. units refusing to charge is a great touch. This happened a few times and made a lot of sense each time.
All in all, it seems a little less gamey.
No anarchy charges (yet)? 😎
(Yes, it’s a wonderful mod, isn’t it? 😀 🤩 )
Yes, had a couple of those, not very many. That's a great touch too.
"En cualquier dirección que recorras el alma, nunca tropezarás con sus límites." Sócrates