Posts: 131
Threads: 1
Joined: Apr 2011
Hmm, I dunno. Can Amelia commit to a date she can absolutely make the map by? I think the real problem is not a late start but an indefinite start (see the loss of interest that resulted in the infamous Civ 4 demogame realms beyond participated in as the mapmaker delayed things further and further). I mean if we can get an earlier mapmaker that's fine, but I don't think waiting a week or two is going to be a real issue.
Edit: Also I just barely managed to keep myself from impulsively clicking on Kyan's Balseraph's thread! So far so good in keeping myself from succumbing to my lurkery ways.
Posts: 1,165
Threads: 6
Joined: Nov 2010
[SIZE="6"]Players and their Vets[/SIZE]
[SIZE="1"]Is it just me or does Vets look too similar to Pets...[/SIZE]
Nicolae: Tebrim of Sheaim!
Kyan & Twinkletoes: Keelyn of the Balseraphs!
Vet = Bobchillingworth & DaveV
Brian : Einion of Elohim!
Vet = Sareln & Ichabod
Gaspar: Arendel of Ljosfalar!
Vet = Mardoc
Acalostas & Mackoti: Cassiel of Grigori!
Vet = Ilios
Rawkking: Rhoanna of Hippus!
Vet = Square Leg & Thoth
-
Just double checking everyone has a Vet-Ded-Lurker or whatever. Nicolae have you asked anyone yet? From the first page these people along with myself have still offered and not joined (unless i missed something)
If someone could give me a rundown on HOW to create a map for PBEM I could give it a go. [SIZE="1"]Do I just create a one player map with the teams and then worldbuilder it to be balanced and save as a worldbuilder file? What?[/SIZE] Yes I have no experience in the matter so you'd be taking a gamble that i don't blow up my computer or something.
Posts: 8,022
Threads: 37
Joined: Jan 2006
For what its worth, I'd be happy to have Sciz, Mist or Irgy (not to mention anyone else) come along for the ride. I plan on posting my eyeballs off, so I can promise to have plenty of content, if not necessarily a coherent plan.
And yes, Ravus, that's pretty much how it works. I really think just about anyone could make a map for our needs, we're looking for simple, so as long as there's a Map Thread created so people can check it for balance, we'll be fine. Not looking for anything particularly creative here, as we're all too noobish to take advantage of it.
I've got some dirt on my shoulder, can you brush it off for me?
Posts: 3,918
Threads: 14
Joined: Feb 2011
Selrahc is my dedlurker. Sorry, forgot to mention out loud earlier.
Posts: 1,165
Threads: 6
Joined: Nov 2010
Okay so I will valiantly give it a whirl... Amelia (Or one of the none ded-lurkers) please please help out a little bit with just making sure I don't ruin everything.
I shall download the Erebus Continent map script:
http://forums.civfanatics.com/showthread.php?t=308590
And find something that looks good for minor editing.
I assume I need to have the player turnorder? (Timeslots From people?) Or do other people know how to jiggle the order around mannually once the map has been created?
-
[SIZE="5"] Map Details that seem to have confirmation so far[/SIZE]
[SIZE="1"]Although the main two agreed phrases seem to be "nothing extreme" & "Just slap something together quick!"[/SIZE]
Extra Features- Raging Barbarians: (majority says no.)
- Animal World = Extra Animals (No one cares enough to vote so NO it is)
- Unique Features = All: 2, Some: 1, None: 0 (Pristinus Pass should be removed no matter what option we pick) - Shall be None or All but have the Features manually inserted/moved by Myself and any vets in the map thread (help!) No Pristin Pass and it's evil Gargoyle summoning ways... (We could put it on a island out of the way?)
- Difficulty = Monarch (or higher)
- World Wrap: x&y = 2
Archeron (the red dragon): Preplaced (or off) = 3
Duin (Master Werewolf) on/off: On = 1
Orthus (Orc Barbarian Hero) on/off: on = 1
Huts: on = 1
-
Map Features
Erebus Continent
Living World is on (The extra Events?)
No Tech Trading
Posts: 3,918
Threads: 14
Joined: Feb 2011
Just confirming, I'm on Patch O, and I've installed the hotfix with regards to the Pyre Zombies. They indeed explode.
Posts: 8,022
Threads: 37
Joined: Jan 2006
Definitely want Living World, lairs and huts on, its not FFH without completely random stuff changing the game.
As far as timeslots go, I'm pretty malleable as far as that goes. I'm on GMT -4, so something like 0200-0600 GMT works best for me, but I can adapt to whatever works best for the game.
I've got some dirt on my shoulder, can you brush it off for me?
Posts: 1,165
Threads: 6
Joined: Nov 2010
Gaspar Wrote:Definitely want Living World, lairs and huts on, its not FFH without completely random stuff changing the game.
As far as timeslots go, I'm pretty malleable as far as that goes. I'm on GMT -4, so something like 0200-0600 GMT works best for me, but I can adapt to whatever works best for the game.
I assume that means I WOULD need timeslots before trying to create a map? :neenernee
EDIT: Having looked at the worldbuilder files... I'm tentatively sure they could be edited by hand to change around the turn order... maybe...
Posts: 8,022
Threads: 37
Joined: Jan 2006
No, you can move them around as far as I understand. I just decided it wouldn't be a bad idea to get the turn order conversation underway.
I've got some dirt on my shoulder, can you brush it off for me?
Posts: 131
Threads: 1
Joined: Apr 2011
As I think I previously stated I'm in the GMT-5 time zone. In the interest of having a somewhat healthy sleep schedule I'll say that between 0100-0500 GMT is ideal for me
|