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[no players] We lurk in the murk.

Hi guys =) Sad to admit it, but i think HK's got this game in the bags. Kyan and Mardoc are fighting somewhere, Yellow can't keep up anymore, and what remains of bob...

I've always been a staunch believer of economy > rushing, but i finally see the value in a quick rush. HK took me out so efficiently he's still at the top, and of course those fawns without -40% city attack sealed the deal.

And yes, aggresive Svarts > Mahala in rushing. Charadon might have fought back, but all of Mahala's traits stood no chance against this.
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I think the strength of Vollana for rushing, is that once the rush is over you've still got the awesome elven economy to build up to.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.

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what are vollana's traits agn?
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Aggressive/Expansive + Sinister
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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holy hell, those be damn good traits o.O
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Re: Volanna I honestly think she ends up having some of the best trait synergy in the game. I'd elaborate but I'm playing as her in my game so I don't want to give my opponents any ideas. lol
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Hiding Kneel: Best dogpile coordinator ever.

Seriously, how deep is he here?
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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