Saladin wrote:If it's easier Hannibal, than you could also just make it a full duel game.
Many thanks. I appreciate the offer. Really. But Duel-Lite really SHOULD work, now that I finalised the rules for it; and I know the engine can do it; it's just that, er, the set-up defaults to Full Duel (till Kor intervenes to change it), which means that the nap-restrictions of Full Duel get applied to Duel-Lite when they shouldn't, which blows orders.
BOTH Full Duel and Duel-Lite have had separate clear rules and engine-policing for weeks now; but the the problems are two-fold: 1) a set-up of a Duel-Lite still needs Kor to switch it from Duel to Duel-Lite, apparently before you start; and 2) the engine still defaults to print Houserules of ages ago, before I updated them.
I'll get on to making the 2 sets of rules clear AND get Kor to make any new game default to THEM rather than earlier versions of Houserules (I did already ask that a while back ...).
But, Sal, I just took a look: even these, the OLD rules, and for DUEL rather than Duel-Lite, do still clearly say, TWICE, that NOBODY, Human or Robo, can HEADHUNT for TWO turns:
From even the current Houserules attached to your new Water-Crossing game:
"In addition, no player can attack an opponent's home provinces for the first TWO turns. (including missiles and spy opperations.) ....
........................................................
A reminder: on Turn 01 AND Turn 02, no attacking, missiling or spying the start-province of any of your human opponents, nor of any Robo-player. After Turn 2, ........................"
THAT bit is TWICE clear, in ALL versions of the rules of EVERY Duel!
I feel the need to defend that rule of mine here: Hey: Duel is very intense; it risks being all over in 4 turns. Not ideal. Giving 2 turns of grace gets the balance a bit better, the game a bit longer. Plus: In Standard, you could always, possibly, make some kind of a comeback after a loust first 2 turns; via diplomacy with others; but in Duel there are no others; defeat at end of turn 1 or 2 leaves you no way out; the BALANCE for a Duel means it it's best to have TWO turns of no head-hunting, to avoid any "game-all-over" after 1 or 2 turns, with no diplo way out ... Plus: it adds more skill? : You can't simply spy on the other's start-provs, not for two turns; you have to use judgement as to where they will end up, OTHER than their start-provs, to spy on THOSE where you judge they'll be, rather thasn on those (start-prov) where you KNOW they'll be. At least for the first 2 turns.
Yep, I know this is a confusing difference from Standard 10-player WOK, but it's better for all Duels. Easy to remember: ALL Duels have two turns of grace/no head-hunting, no doing ANYTHING against the start-provs. Believe me, it makes Duels better, or else it might all be over in too short a time, ALL Duel rule-sets have ALWAYS had this rule of no head-hunting till after T2, that has never varied; it was there in these Houserules, too ....stated twice for emphasis and clarity.
Right, do you wanna re-start? Or switch to Full Duel? Or restart with new set-up? My best suggestion is: you restart from Turn 0, current set-up, with new orders each from Turn 0. But wait till Kor makes the engine know it is a LITE game, not a Full Duel game.
Lemme know your thoughts?
GM Han
There are two ways to write: Short-hand, and Long-Han'ed. ~ Han
"If you can keep your head when all about you are losing theirs"......... it's probably just that you're the last person to appreciate the enormity of the catastrophe about to