(http://i.imgur.com/F5Fkr.png) | World of Elements |
:gravity 1: BhlewosI think that rule was implemented when we used only 2 AP's and things were a bit different. They way the system works now, I see no reason to prevent 'Move' + 'Fortify'. I don't see how it would be illogical or give an unfair advantage.
He moved and fortified this round.
Rules state: "You cannot use Fortify together with Move"
Therefore he should not be fortified.
If 2 people capture a hex who gets the quest?Both.
Well, the logic was that movement was the last thing happening, meaning you can't just move first and fortify later in your new hex I think :p:gravity 1: BhlewosI think that rule was implemented when we used only 2 AP's and things were a bit different. They way the system works now, I see no reason to prevent 'Move' + 'Fortify'. I don't see how it would be illogical or give an unfair advantage.
He moved and fortified this round.
Rules state: "You cannot use Fortify together with Move"
Therefore he should not be fortified.
:aether 7: einherjar145Didnt understand rules >.> so my position = negated right?
He claims to have:
- Taken quest Expand Borders (1 AP)
- Captured Hex 091 (2 AP)
- Move Twice towards his capital (4 AP)
All in one turn... sup with that?
Isn't Antagon supposed to revive in the Fire capital..?Yes, he should have.
If you are defeated in battle, your character ascends to Spirit World. After 1 full round of waiting, your character will resurrect at the Capital City of your element, unless that city is either under siege or conquered, in which case you resurrect at a random Town of your element. If there are no ally Cities or Tows on the map, or all of them are under siege, you will stay in Spirit World until the situation changes. If you stay in Spirit World for 3 rounds, you will get resurrected in a random location.
Move + capture is not illogical either, can we do that?Rules state: "You cannot use Fortify together with Move"I think that rule was implemented when we used only 2 AP's and things were a bit different. They way the system works now, I see no reason to prevent 'Move' + 'Fortify'. I don't see how it would be illogical or give an unfair advantage.
I think the main reason was the fact that using the old rules, a person could have done 'Move' + 'Fortify' each Day and still must just as fast as a person who goes for maximum speed. But with these new 4AP's and the possibility of moving twice, I don't see a problem with 'Move' + 'Fortify' because doing that all the time would mean you move a lot slower than others.Well, the logic was that movement was the last thing happening, meaning you can't just move first and fortify later in your new hex I think :p:gravity 1: BhlewosI think that rule was implemented when we used only 2 AP's and things were a bit different. They way the system works now, I see no reason to prevent 'Move' + 'Fortify'. I don't see how it would be illogical or give an unfair advantage.
He moved and fortified this round.
Rules state: "You cannot use Fortify together with Move"
Therefore he should not be fortified.
Yes, I will cancel that movement.:aether 7: einherjar145Didnt understand rules >.> so my position = negated right?
He claims to have:
- Taken quest Expand Borders (1 AP)
- Captured Hex 091 (2 AP)
- Move Twice towards his capital (4 AP)
All in one turn... sup with that?
As explained in the action submitting form, the order in which actions happen is:Move + capture is not illogical either, can we do that?Rules state: "You cannot use Fortify together with Move"I think that rule was implemented when we used only 2 AP's and things were a bit different. They way the system works now, I see no reason to prevent 'Move' + 'Fortify'. I don't see how it would be illogical or give an unfair advantage.
Move + bind stone of return or Move + Train is not illogical! Can we do those things now?
No, because you can only capture the hex you occupy, not the one you're moving towards. So no, you cannot fortify on the hex you are about to move to!
I hate to complain, but I think this problem is quite severe:I updated the updating system which caused this bug. It should be fixed now.
I can see the following actions:
:gravity 3 Gocubs
:darkness 6 Xeno
:light 6 kevkev
TorB can see the actions of some :underworld and :air guy and mine! :water 3
This can be quite the problem atm and I suggest people don't submit their actions right away cause they'll be out in the open.. This undermines the entire event imo.
Fire #3 shouldn't be alive yet. Not that it matters since he left the event or something, just saying.Before everyone starts to freak out, Antagon has not left the event. :) You are talking about :fire 4 which has been put back in Burning City because the reason you mentioned.
'Fortify' is a Battle action which means you can first 'Move', then 'Fortify'.In that case, you should change the text in the actions info that says you can't use them together. If I knew you could, I would've submitted different actions.
Question:No, you're inside.
So right now I'm outside the walls of Stown?
- Town can be built on any terrain, but not on top of certain special terrain like Gold, Camel, etc.Quote from our cultural adviser. How come aether as able to build their town on top of the horse spot (hex 88)? Is the horse not as special as say the camels? That seems... odd.
Time capital is also on a Camel. I think it's just an error. I think SG meant named special terrain, like Gold and Ruins.Quote- Town can be built on any terrain, but not on top of certain special terrain like Gold, Camel, etc.Quote from our cultural adviser. How come aether as able to build their town on top of the horse spot (hex 88)? Is the horse not as special as say the camels? That seems... odd.
ak65ala is correct. Had we gone by the book, :aether should not have been able to build their Town there. However they failed to read the rules so I just decided to ignore the rules because they didn't really make sense in the first place. From now on, special terrain is not an issue when building Towns.Time capital is also on a Camel. I think it's just an error. I think SG meant named special terrain, like Gold and Ruins.Quote- Town can be built on any terrain, but not on top of certain special terrain like Gold, Camel, etc.Quote from our cultural adviser. How come aether as able to build their town on top of the horse spot (hex 88)? Is the horse not as special as say the camels? That seems... odd.
I'd rather hope this stuff begins to die out, like the fortifying moving question today and the town placement. So I am going to just know this is what happens in any beta and keep asking questions to help stomp out all of these inconsistencies.ak65ala is correct. Had we gone by the book, :aether should not have been able to build their Town there. However they failed to read the rules so I just decided to ignore the rules because they didn't really make sense in the first place. From now on, special terrain is not an issue when building Towns.Time capital is also on a Camel. I think it's just an error. I think SG meant named special terrain, like Gold and Ruins.Quote- Town can be built on any terrain, but not on top of certain special terrain like Gold, Camel, etc.Quote from our cultural adviser. How come aether as able to build their town on top of the horse spot (hex 88)? Is the horse not as special as say the camels? That seems... odd.
Was this fair towards other teams? Definitely not, but that'sWoEBeta :)
+1 to the Earth team player who thought up of the name 'Stown' for their new settlement. :P*bows*
Train ► Spend 1 Skill Point to learn a new skill. After performing the action, update your Character Sheet.Training still has to be done in a town or city!