ATLANTISv2 atl-players-digest #119 From: csd@microplex.com (Christian Daudt) Date: Tue, 15 Aug 1995 00:00:00 +0000 This is kept by me (csd@microplex.com) If there are any problems, please tell me 'cause I normally don't have enough time to read them. If you want previous versions, they are available via WWW at http://www.microplex.com/~csd/atlantisv2/ ---------------------------------------------------------- From: DWShelley@aol.com Date: Thu, 10 Aug 1995 15:01:07 -0400 Subject: Atlantis-out of town Shalpa's Academy will be out of communication from Aug 12th to 19th. Trade and negotiation will recommence when I return. --Shalpa's Academy ---------------------------------------------------------- From: Dean Burton <dean@memex.co.uk> Subject: Atlantis Date: Fri, 11 Aug 1995 09:46:46 +-100 Is there going to be a turn this week, Monday 14th August. Dean. ---------------------------------------------------------- From: "D.J. McGaw" <u3djm@csc.liv.ac.uk> Subject: Re: Dave Crap - vol III Date: Fri, 11 Aug 1995 15:03:05 +0100 (BST) What's the highest combat difference? I make it +20!!!! I am going to refer to a mage with all the trimmings, including additional help from one other mage who has Tactics lv 5, (giving first attack) and is goingto cast an area effect spell, (effecting the enemy's attack next round, by -2). Our mage, Merlin, has the following basic skills, Riding 2 (+horse) and Combat5. This gives him Combat level 7 for starters. He casts a combat spell called "Animal" which gives him Combat lv 5, and 10 attacks, plus the ability to take 10 hits. He also has a magic wand which casts the spell "Confusion" which confuses 2 to50 men, making them defend at -2 to their defense. The mage, Merlin, also has a magic hairbrush, giving +4 to combat. Not only that, he has a pair of woolly mittens which are so comfy, he gets a bonus of +2 to his combat and an extra 5 attacks. What does all this add up to? Well, as combat is accumalative, this : Combat 5 + Riding 2 + Combat spell + Magic Hairbrush + Woolly Mittens + Wand (skill) (skill) (spell) (item) (item) (item) 5 + 2 + 5 + 4 + 2 (-2 from enemy) = 20 Not only this, he gets 10 + 5 = 15 attacks. On the defending side, he gets the 18 from skills, spells and items, and his fellow mage, Mystic Pizza, casts the area effect spell, keeping the enemy's attack reduced by -2, hence the mage attacks and defends at 20 combat skill. Note, he can also TAKE attacks from 10 men. and dole OUT attacks on 15 men. These spells do actually exist, but the names have been changed to protect theinnocent. Mages should know the actual spells from their descriptions, and the deliberate swap of area effect spells. Just so you all know, the highest difference can be as much as +20, so watch those mages. Regards Dave ---------------------------------------------------------- From: "D.J. McGaw" <u3djm@csc.liv.ac.uk> Subject: Re: Dave Crap - vol II Date: Fri, 11 Aug 1995 14:39:54 +0100 (BST) I'm back! Told ya I would be! I've done some sifting through my old mail and the rules, and this question isunanswered. How many hexes can a FLYING mage move? The wind riding spell says 6 movement points, but the rules specify that it takes TWO points to enter certain regions if WALKING or RIDING. (NOT FLYING) Collectively, this means that the flying mages ignore area types and move through each region at the cost of 1 movement point. This does seem logical, as they are flying OVER the terrain, not THROUGH it. But is this right? IE move South x 6, through 4 plains (fine) 2 mountains (problem>??) Comments? Regards as ever Dave ---------------------------------------------------------- From: "D.J. McGaw" <u3djm@csc.liv.ac.uk> Subject: Re: Dave points - vol I Date: Fri, 11 Aug 1995 14:35:08 +0100 (BST) Hi folks, me again. I've finally got a job, so I'll be mailing as sporadically as usual, possibly twice a week, but more than likely just the once. Anyway, down to business. I have been asked to split up my points of argument and comment into separate messages so you can digest them at your leisure without having to sift throughwads of crap to get at stuff that interests you. I therefore am going to split messages up into volumes of small notes, so PLEASE read them and mail your comments to the players (or design if relevant) lists. I am on both lists so either response will get to me. Here's the first!! WAGONS WEIGHT LIMIT. I've been reading the rules again folks, and guess what? I've found a pondering question. If a unit of one man has a horse, and TWO wagons, can he move? The rules allow a YES, I'll prove it : Horse can pull a wagon, as well as house a total of 20 units. This means that the horse can hold a man, plus 10 units of items, and still pull the wagon. A Wagon can hold 50 units of weight, and the second wagon actually weighs 50 units, so putting a wagon in the wagon, can still allow the unit to move, thus Unit (123) : 1 High Elf, 1 Horse, 2 Wagons, 10 swords Move N N Am I right on this? Regards as ever Dave ---------------------------------------------------------- Date: Fri, 11 Aug 1995 16:19:14 +0100 (BST) From: Damian Penney <Damian.Penney@newcastle.ac.uk> Subject: Atlantis Faction Available Hi I have a fairly well established Atlantis faction up for grabs since i'm leaving Uni and whipping off around the world. I'll relinquish control of it to the first person who can fulfill some or all of the following thingys. A) Tell me the dates the various grape harvests start in France this year. B) Provide info regarding very cheap places to stay around Paris for a few days. C) Put me and a friend up for a couple days anywhere around the world, sometime in the next year. D) Complete this sentence.. I wanna rule the MIBS because... As you can see it's pretty simple and is designed to help me and my friend on our way around the world. The faction I own is The Mibs and has been present since turn 1. ***** Please note this is aimed at players who know somebody looking for a place, or want to run an older faction as opposed to their newbie faction. Playing two factions is not allowed. Even if you don't want the faction try and help me out :) Cheers Damian Penney Email Address : damian.penney@ncl.ac.uk World Wide Web : http://www.ncl.ac.uk/~n264946/ Atlantis WWW : http://www.ncl.ac.uk/~n264946/new ---------------------------------------------------------- Date: Fri, 11 Aug 1995 16:14:38 +0100 (BST) From: Damian Penney <Damian.Penney@newcastle.ac.uk> Hi I have a fairly well established Atlantis faction up for grabs since i'm leaving Uni and whipping off around the world. I'll relinquish control of it to the first person who can fulfill some or all of the following thingys. A) Tell me the dates the various grape harvests start in France this year. B) Provide info regarding very cheap places to stay around Paris for a few days. C) Put me and a friend up for a couple days anywhere around the world, sometime in the next year. D) As a tie-breaker complete the following sentence... I want to run the glorious MIBS because... As you can see it's pretty simple and is designed to help me and my friend on our way around the world. The faction I own is The Mibs and has been present since turn 1. Cheers Damian Penney Email Address : damian.penney@ncl.ac.uk World Wide Web : http://www.ncl.ac.uk/~n264946/ Atlantis WWW : http://www.ncl.ac.uk/~n264946/new ---------------------------------------------------------- From: Jon Harvey <u3jph@csc.liv.ac.uk> Subject: Reply to your message Date: Fri, 11 Aug 1995 17:11:07 +0100 (BST) Hey, I can't help out, but I'm sure I speak for many people when I say it's been a pleasure playing alongside you! Although my faction hasn't been near yours in Atlantean Geographic terms, we've both been here since early on, and it'salways a shame to see another veteran go! I'm quite jealous of your trip round the world - I hope you have a great time! regards, Jon. > Hi I have a fairly well established Atlantis faction up for grabs since > i'm leaving Uni and whipping off around the world. I'll relinquish control > of it to the first person who can fulfill some or all of the following > thingys. > > A) Tell me the dates the various grape harvests start in France this > year. > > B) Provide info regarding very cheap places to stay around Paris for a few > days. > > C) Put me and a friend up for a couple days anywhere around the world, > sometime in the next year. > > D) As a tie-breaker complete the following sentence... I want to run the > glorious MIBS because... > > As you can see it's pretty simple and is designed to help me and my friend > on our way around the world. > > The faction I own is The Mibs and has been present since turn 1. > > Cheers Damian Penney > > > Email Address : damian.penney@ncl.ac.uk > World Wide Web : http://www.ncl.ac.uk/~n264946/ > Atlantis WWW : http://www.ncl.ac.uk/~n264946/new > > ---------------------------------------------------------- From: "D.J. McGaw" <u3djm@csc.liv.ac.uk> Subject: Re: Dave Crap - vol IV Date: Fri, 11 Aug 1995 17:40:03 +0100 (BST) Me again! Hi! Someone has brought up the point to me about spell use. Check this out and reply with comments. A mage, let's take Merln again, is going to cast an instant spell called "Now!", also set a combat spell called "Battering Time", and also a monthlong spellcalled "Ages". Not only that, he has possession of a Staff of Corruption which has to be implemented as a Combat spell also. (It holds a spell called "Corrupt Souls"). Is this line of spells allowable : Unit (123) : Merlin the Magician Cast "Now!" Combat "Battering Time" Combat "Corrupt Souls" Cast "Ages" As one of the combat spells is within a staff (or wand or scroll ...) then it is readily usable by anyone, this DOES mean that a mage can set TWO combat spells, ....doesn't it? Comments? Regards Dave ---------------------------------------------------------- Date: Fri, 11 Aug 1995 23:59:32 -0400 From: roy@acasun.eckerd.edu (Jonathan Roy) Subject: Re: How to GIVE a magic object? - Secondly, you should be careful with orders checkers and items/spells/etc. - that are not listed in the rules. I was going to allow users to add their own object into a temporary legal object database at the top of their orders, for my turnchecker, but I never got around to adding objects at all, so it accepts any text field as a valid object. :) It's not the best it can be, but I have so many other projects, and real-life demands. Sigh. :( Anyways, people still find it useful, so I leave it running. :) ---------------------------------------------------------- Date: Mon, 14 Aug 1995 17:13:15 +1000 (EST) From: Vaughan Latimer <vlatimer@hilbert.maths.utas.edu.au> Subject: Re: Dave Crap - vol III You forgot that you can get better "mittens" which actually give you a further +4 to combat and 10 attacks a round. this jacks up the stakes to about 22 combat value with 20 attacks a round! Imagine 5 mages kitted out is equivalent to 100 combat 22 troops!!!! I for one have most of my mages with at least com level 12 and at least 15 attacks a round. I suggest everyone of you magic faction spend some time learning these spells and putting them to good use. Mages suddenly become defendable and NOT easy prey! Also, anyone require me to transport units BACK to Atlantis City. I have the means, do you need my services. If so just ask me. Brother Khaine, The MINISTRY. On Fri, 11 Aug 1995, D.J. McGaw wrote: > What's the highest combat difference? > > I make it +20!!!! > > I am going to refer to a mage with all the trimmings, including additional > help from one other mage who has Tactics lv 5, (giving first attack) and is > goingto cast an area effect spell, (effecting the enemy's attack next round, by > -2). > > Our mage, Merlin, has the following basic skills, Riding 2 (+horse) and > Combat5. > > This gives him Combat level 7 for starters. > > He casts a combat spell called "Animal" which gives him Combat lv 5, and 10 > attacks, plus the ability to take 10 hits. > > He also has a magic wand which casts the spell "Confusion" which confuses 2 > to50 men, making them defend at -2 to their defense. > > The mage, Merlin, also has a magic hairbrush, giving +4 to combat. > Not only that, he has a pair of woolly mittens which are so comfy, he gets a > bonus of +2 to his combat and an extra 5 attacks. > > > What does all this add up to? Well, as combat is accumalative, this : > > > Combat 5 + Riding 2 + Combat spell + Magic Hairbrush + Woolly Mittens + Wand > (skill) (skill) (spell) (item) (item) (item) > > 5 + 2 + 5 + 4 + 2 (-2 from enemy) = 20 > > Not only this, he gets 10 + 5 = 15 attacks. > > On the defending side, he gets the 18 from skills, spells and items, and his > fellow mage, Mystic Pizza, casts the area effect spell, keeping the enemy's > attack reduced by -2, hence the mage attacks and defends at 20 combat skill. > > Note, he can also TAKE attacks from 10 men. and dole OUT attacks on 15 men. > > > These spells do actually exist, but the names have been changed to protect > theinnocent. > > Mages should know the actual spells from their descriptions, and the > deliberate swap of area effect spells. > > > Just so you all know, the highest difference can be as much as +20, so watch > those mages. > > Regards > > Dave > > > > > > ---------------------------------------------------------- From: Jon Harvey <u3jph@csc.liv.ac.uk> Subject: Re: Dave Crap - vol III Date: Mon, 14 Aug 1995 09:53:46 +0100 (BST) > > Also, anyone require me to transport units BACK to Atlantis City. I have > the means, do you need my services. If so just ask me. > You're not the only one who knows the way. At this point I would like to pointout to everyone that there is a large alliance of factions in Atlantis City AGAINST those who would try to conquer the guards there. If anyone tries transporting armed men into the city, they will be attacked and killed (irrespective of the guards, who would not be enough protection). Peaceful traders are of course very welcome! regards, Jon. aka Lord Viper and Lady Venom. House Banshee (217) of the DOMINION. Email Address : u3jph@csc.liv.ac.uk World Wide Web : http://www.csc.liv.ac.uk/users/u3jph/index.html Atlantis WWW : http://www.csc.liv.ac.uk/users/u3jph/Atlantis/index.html ---------------------------------------------------------- Date: Mon, 14 Aug 95 11:58:47 +0200 From: eedrsl@aachen.eed.ericsson.se (Robert Schnell) Subject: Re: Dave Crap - vol III Hi there, > You forgot that you can get better "mittens" which actually give you a > further +4 to combat and 10 attacks a round. > this jacks up the stakes to about 22 combat value with 20 attacks a round! > > Imagine 5 mages kitted out is equivalent to 100 combat 22 troops!!!! unfortunately that won't help much against a unit of (highly skilled) archers with one good tactician. So don't trust too much on the combat levels only ... /The Pizza Hut ---------------------------------------------------------- From: Jon Harvey <u3jph@csc.liv.ac.uk> Subject: Re: Dave Crap - vol III Date: Mon, 14 Aug 1995 11:48:53 +0100 (BST) Robert Schnell (eedrsl@aachen.eed.ericsson.se) wrote: > > Hi there, > >> You forgot that you can get better "mittens" which actually give you a >> further +4 to combat and 10 attacks a round. >> this jacks up the stakes to about 22 combat value with 20 attacks a round! >> >> Imagine 5 mages kitted out is equivalent to 100 combat 22 troops!!!! > > unfortunately that won't help much against a unit of (highly skilled) > archers with one good tactician. So don't trust too much on the combat > levels only ... > > /The Pizza Hut > Don't give all the secrets awy ;-) Everyone ought to have figured out that archers are the best troops in atlantis by now anyway! Also, to give another secret away - assassins get a free round of combat. Thisis before any spells are cast, so they at least have a chance to kill the mageon equal terms. (asuming they have "mittens" too ;) Jon. ---------------------------------------------------------- From: Dean Burton <dean@memex.co.uk> Subject: Klavian 66,63 Date: Tue, 15 Aug 1995 08:57:22 +-100 We need to talk. Mail me. So that i know its you tell me which unit is with you. Dean. Up