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A place to discuss topics/games with other webDiplomacy players.
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Thucydides (864 D(B))
17 Jan 10 UTC
Um. Why can't I reply to threads?
Cause I can't.
73 replies
Open
P8er Jackson (0 DX)
24 Jan 10 UTC
gameID=19817

gameID=19817

please join!!!!!!!!!!!!!!!!!!!!!!!!!!
0 replies
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P8er Jackson (0 DX)
24 Jan 10 UTC
join my 5 min game please!!!
0 replies
Open
Staubfuss (308 D)
24 Jan 10 UTC
New Live Game - Please Join
http://webdiplomacy.net/board.php?gameID=19901
1 reply
Open
fetteper (1448 D)
24 Jan 10 UTC
live world game!
try out the new world map in a 10 min phase live game!
http://www.webdiplomacy.net/board.php?gameID=19902
5 D ppsc
0 replies
Open
taylornottyler (100 D)
24 Jan 10 UTC
Gunboats
1 50 dags ppsc
2 10 dags ppsc
3 40 dags wta
6 replies
Open
kestasjk (95 DMod(P))
23 Jan 10 UTC
Guantanamo Bay
So an inquiry found that there are ~50 people there which cannot be released, but cannot be trialed. What now?
31 replies
Open
jimgov (219 D(B))
24 Jan 10 UTC
New 5 minute gunboat
Starts in 30. Anon. 30 D. gameID=19862
18 replies
Open
denis (864 D)
23 Jan 10 UTC
So I really need help...
I'm bad at getting to know people. Honestly I barely know a lot of the people I've known for 5 or more years. I'm an introvert, and I'm talking really introverted. Some tips advice, how to gain confidence...
19 replies
Open
general (100 D)
24 Jan 10 UTC
Live Game
Join now starts in 5 mins!
http://webdiplomacy.net/board.php?gameID=19886
1 reply
Open
Biddis (364 D)
23 Jan 10 UTC
Porn!! (as sugested by Vamosrammstein)
but more specifically - what effect has porn had on women over the past 50 years???? far more interesting!
100 replies
Open
Lodevicus (227 D)
24 Jan 10 UTC
Live Game
live game, 15 D, you should come join! the more the merrier
2 replies
Open
jimgov (219 D(B))
24 Jan 10 UTC
Twas a lil gunboat ...
Good game guys. Figle...I KNEW you were Italy. But I couldn't do a damn thing about it.
48 replies
Open
Leviathen (123 D)
23 Jan 10 UTC
LIVE GAME!!!
COME ALL AND JOIN!!!
3 replies
Open
figlesquidge (2131 D)
24 Jan 10 UTC
Thanks for the game people
Twas a lil people ( gameID=19819 )
Thanks. Sorry for dragging it out at the end [again]. Was caught in two minds about both killing off Russia and trying to break England
2 replies
Open
zrallo (100 D)
23 Jan 10 UTC
Live gunboat!
Come join!!
http://www.webdiplomacy.net/board.php?gameID=19840
1 reply
Open
C-K (2037 D)
23 Jan 10 UTC
LIve GB!!!
http://webdiplomacy.net/board.php?gameID=19841
1 reply
Open
idealist (680 D)
23 Jan 10 UTC
New World Map Variant
http://webdiplomacy.net/board.php?gameID=19675
2 replies
Open
Gnome de Guerre (359 D)
23 Jan 10 UTC
FORTIFICATIONS -- OPTIONAL RULE: Holding units are double strength
Yes, you heard me; how about an *OPTIONAL* rule that effectively doubles the strength of holding units? This is to say, an unsupported unit that holds cannot be dislodged by an attacking force with a combined strength of fewer than three.
Alternatively, units can have access to a new order: FORTIFY. A unit ordered to fortify spends the entire season building fortifications (insert gratuitous list of fortifications here). While fortifying, that unit's strength is effectively reduced to zero; the unit can be easily dislodged by a single unsupported attacking unit. Therefore, when ordering a unit to fortify its own territory, it is suggested to order neighboring units to support-hold the fortifying unit in order to prevent dislodgement. Fortunately, the fortification order cannot be interrupted by an unsuccessful attack, unlike support orders. After a unit has successfully fortified its territory, a small castle icon appears in the territory; a unit holding a fortified territory effectively has its strength doubled in regards to defense, as if it were the recipient of a support-hold order from the fortifications themselves. Fortifications can be considered stationary units which always support-hold any unit occupying the same territory, yet do not count towards your supply-center/unit count and are an exception to the one-unit-per-territory rule. Moving a unit out of a fortified territory due to movement or dislodgement abandons the fortifications, which the abandoning unit judiciously destroyed in order to prevent capture by the enemy; the only way to prevent the loss of an abandoned fortification is to move another unit you control into the fortified territory on the same turn that the previously-occupying unit leaves.
A corollary to this would be another new order: MARSHAL. A unit ordered to marshal spends the entire season preparing for a massive attack (insert gratuitous list of battle preparations here). While marshaling, that unit's strength is effectively reduced to zero; the unit can be easily dislodged by a single unsupported attacking unit. Therefore, when ordering a unit to marshal, it is suggested to order neighboring units to support-hold the marshaling unit in order to prevent dislodgement. Unfortunately, the marshaling order can be interrupted by an unsuccessful attack, like support orders. After a unit has successfully marshaled, a small sword icon appears next to the unit; a unit moving into another territory or supporting the movement of another unit into another territory effectively has its strength doubled in regards to attack, as if it were two units. A unit remains marshaled until moves to a different territory, at which point the marshal icon and related bonus are lost. Therefore, a marshaled unit can support-move other units at double strength season after season, but the marshal bonus is lost on the turn following an attack by the marshaled unit itself.
saffordpc (163 D)
23 Jan 10 UTC
no
PuppyKicker (777 D)
23 Jan 10 UTC
...why overcomplicate the game?
figlesquidge (2131 D)
23 Jan 10 UTC
Surely a fortified unit rule would just lead to about 5012109328 more stalemates.
I like it but it seems like it's be a royal pain-in-the-ass to implement in terms of code.
Iceray0 (266 D(B))
23 Jan 10 UTC
I don't the fortified rule because then, as Figle so elegantly puts it, "about 5012109328 more stalemates." he's not far off, for some spaces on the map having three units in position to attack it is just asking for far far too much, example: Think of anywhere in England, you just made them practically invincible, an attack on the Iberian peninsula would require fleets AND armies working in unison, trying to take St. Petersburg? Good luck to you buddy.
Iceray0 (266 D(B))
23 Jan 10 UTC
As for the Marshal order, I like it somewhat because it would be useful to people that have a round to burn and give them something to do that round besides hold but I don't see much benefit in it besides dropping a unit in one of the key spots on the map and then fucking with EVERYONE. Just seems like whoever gets the most key spots suddenly becomes the winner because they can force their way through anything.
figlesquidge (2131 D)
23 Jan 10 UTC
note: figure may be slightly off
Onar (131 D)
23 Jan 10 UTC
Didn't Machiavelli (the board game) have similar commands to that? If I remember correctly, it was exactly like dip, but with those extra orders, and a few other oddities that made it more complicated.
jimgov (219 D(B))
23 Jan 10 UTC
Not that I really like the idea, but what about this. You can order it to super hold (or whatever you call it), but the unit cannot do it twice in a row and cannot move or support the phase thereafter. Just a thought.
dave bishop (4694 D)
23 Jan 10 UTC
I don't think its a good idea, but point out that there wouldn't be more stale mates, as the marshall order could effectively counter the effects of the fortify rule.
figlesquidge (2131 D)
23 Jan 10 UTC
Surely not because just one attack on a marshal stops it building up
warsprite (152 D)
23 Jan 10 UTC
Machiavelli had special units called garrisions, and all they could do was garrision cities. I do not think they were stronger than another unit.
Counters the goal of the game, which is, to win.


15 replies
PatDragon (103 D)
23 Jan 10 UTC
Live Game Today?
http://webdiplomacy.net/board.php?gameID=19834
0 replies
Open
superman98 (118 D)
23 Jan 10 UTC
New Live Game!!!!!- Anon WTA!!!!
Here is a new Live Game for those who don't want to do a Gunboat! 8 D to join, Anon players, WTA, starts at 3:30p.m. E.T., 5 min. phases. Come join!
gameID=19816
9 replies
Open
figlesquidge (2131 D)
23 Jan 10 UTC
Sorry, but: Live Gunboat thread
I agree we really need to do something about these, there are too many.
Still, I've made one - gameID=19808
All welcome, particular note to jimgov who's been after one for ages!
32 replies
Open
zscheck (2531 D)
23 Jan 10 UTC
Games to join
http://webdiplomacy.net/board.php?gameID=19663

http://webdiplomacy.net/board.php?gameID=19664
1 reply
Open
fetteper (1448 D)
23 Jan 10 UTC
live world game!
anyone interested in trying the world map?
http://www.webdiplomacy.net/board.php?gameID=19801
5 pints ppsc 5 min phase
0 replies
Open
curtis (8870 D)
23 Jan 10 UTC
5 minute Gunboat 5 pts
Game starts in 15 minutes
http://webdiplomacy.net/board.php?gameID=19800
3 replies
Open
PuppyKicker (777 D)
23 Jan 10 UTC
World Cup
Okay, I've lost all my links due to an unfortunate incident. How do I find out where/when I play in the cup? Where is the website I need to check for the rest? Thanks.


P.S. - Computers are the devil. Damn you, crashes.
5 replies
Open
figlesquidge (2131 D)
23 Jan 10 UTC
Tuxedo Blackout
Thanks for the games people. I think its the first time I've played several of you, and was good fun. Sorry it took so long - next time I'll try to resist the OCD at having a yellow Syria!
gameID=17811
12 replies
Open
curtis (8870 D)
23 Jan 10 UTC
live anon game 10pts 5 min intervals starts in 12 minutes
http://webdiplomacy.net/board.php?gameID=19799
4 replies
Open
Carpysmind (1423 D)
22 Jan 10 UTC
World Move Question (gameID=19261) (bug?)
Kenya; Moz>Sou A, Tanz>Zam
Sou A; Zam>Moz, Sou A sup Zam>Moz, Nam sup hld Zam

2 replies
Open
Conservative Man (100 D)
23 Jan 10 UTC
Join my live game!
game I.D: gameID=19796
0 replies
Open
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