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You Really Got to Lurk it Out: [LURKER THREAD]

darrelljs Wrote:Yup...I think they "won" the pre-game.

Darrell

Ironically kind of accidentally, it looks like.
If only you and me and dead people know hex, then only deaf people know hex.

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I really like the Luchuirp/Balseraph/Illian team lineup. It's pretty much a straight arcane domination tech path, with a slight diversion to grab engineering for Firegoyles. Both the Balseraph and the Luchuirp bringing a lot to the table for late game military, while the Illians provide the early game muscle to let them get there(and some great traits to train support mages, and ice mana to throw to the Balz so they don't lose end game relevance).

They're lacking a really powerhouse economy civ, but their required tech focus is narrow enough that I don't think it will really matter. Once they get sorcery for Mages/Fireball golems everything else is a luxury.
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What's the current value for the team research penalty?

Darrell
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So this is what I have, the upper left section is complete if there is a script to rotate 90* clockwise for each quarter. That up to anyone's script-fu?
If only you and me and dead people know hex, then only deaf people know hex.

I write RPG adventures, and blog about it, check it out.
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I'll have a look at it tonight.
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Ilios Wrote:I'll have a look at it tonight.

Well fwiw, here's what I got done last night.
If only you and me and dead people know hex, then only deaf people know hex.

I write RPG adventures, and blog about it, check it out.
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Couple of notes, but I can already say I'm very impressed with the result, nice job!

Eastern zone:

- Doesn't seem to have an easy to reach source of Copper
- Southern arm of the Crescent River seems food poor
- Forested Corn near the middle bulge of the river (this needing Mining to be improved. Deliberate?)
- Two sources of Marble.
- Area between inside the river seems resource poor compared to the other starting zones.

Southern zone:

- Also doesn't seem to have as many easily reachable sources of Copper compared to the northern and western zones.
- Area between S-W and S-E probably needs some more rivers if you want to mirror it with the north (but I suppose you just didn't have the time yet)

The other quadrants seem fine.

Central Area:

Doesn't seem very attractive to fight over right now. I'd either make it more interesting or impassable.

Overall:

- Lots of Raw Mana nodes, so potentially game-breaking if three different players build the Tower of Div. Maybe change them to specific mana types?
- The areas between the players don't seem to have either strategic holding points or scarce resources. Maybe put a source of Marble between each zone?

I didn't have the time to look at the wrapping area around the edges. If someone could have a look, otherwise it will have to wait until the weekend.

Again, nice work Commodore. smile
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Is there a map?
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.

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I think I remember this occurring: Two members of the same team count as different civs for the availability of the undercouncil and overcouncil resolutions. In this game, that would effectively mean 2 or 3 free great scientists for one of the teams, correct? Is this considered an exploit?
Merovech's Mapmaking Guidelines:
0. Player Requests: The player's requests take precedence, even if they contradict the following guidelines.

1. Balance: The map must be balanced, both in regards to land quality and availability and in regards to special civilization features. A map may be wonderfully unique and surprising, but, if it is unbalanced, the game will suffer and the player's enjoyment will not be as high as it could be.

2. Identity and Enjoyment: The map should be interesting to play at all levels, from city placement and management to the border-created interactions between civilizations, and should include varied terrain. Flavor should enhance the inherent pleasure resulting from the underlying tile arrangements. The map should not be exceedingly lush, but it is better to err on the lush side than on the poor side when placing terrain.

3. Feel (Avoiding Gimmicks): The map should not be overwhelmed or dominated by the mapmaker's flavor. Embellishment of the map through the use of special improvements, barbarian units, and abnormal terrain can enhance the identity and enjoyment of the map, but should take a backseat to the more normal aspects of the map. The game should usually not revolve around the flavor, but merely be accented by it.

4. Realism: Where possible, the terrain of the map should be realistic. Jungles on desert tiles, or even next to desert tiles, should therefore have a very specific reason for existing. Rivers should run downhill or across level ground into bodies of water. Irrigated terrain should have a higher grassland to plains ratio than dry terrain. Mountain chains should cast rain shadows. Islands, mountains, and peninsulas should follow logical plate tectonics.
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Didnt one civ (thoth i think) test it and have it not work?
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.

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