Is that character a variant? (I just love getting asked that in channel.) - Charis

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Planetfall PBEM Tech Thread

Is it me, or does anyone else get an XML error regarding some sort of missile related ability at start?

As far as options go, we probably want to flip "No Expansion Factions" too, having a bunch of AI spawn in the middle of the whole thing would be mildly annoying. "Base Razing Allowed" and "No Protectorates" seem like a good choices too.

Up for discussion - Unity Pods? Having a goodie hut randomly giving an unit ( Material Supplies ) that can complete one of the early wonders with no extra effort seems just stupid.

Be wary of a stupid bug - you need Xenobiology to work any tile that has fungus, even if you chopped said fungus away.
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Mist Wrote::neenernee lol

Wanted - a dedlurker to keep a thread up to date. I offer cookies and possibly a pint or two ( dozen ) if you ever make it to my neighborhood with a visit wink

If you want a dedlurker who never even heard of Planetfall until yesterday, count me in! I'll get caught up with the mod soon to lurk anyways, so I should be able to at least offer relevent, if maybe not good advice. tongue
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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I don't get an XML error, and my CIV is set to throw python errors in the .ini etc.

I installed the base game, and then the patch, but none of the movies/sounds yet...
Blog | EitB | PF2 | PBEM 37 | PBEM 45G | RBDG1
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Bah, at least let me be Nicolae Carpathia as the [strike]Grand Antichrist[/strike] Secretary General of the United Nations
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I have mixed feelings about the [strike]goodie huts[/strike] pods. On one hand, from what I understand / have experienced within 10 min of play, they can be very powerful. The free wonders Mist mentioned, plus I think you might be able to get some sweet early units and I was getting heaps of credits and super-productive mineral piles left & right. But at the same time, it looks like you can decide whether to take a worker or scout unit on turn 0, which the pods turn into a genuinely compelling choice.
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Nicolae Carpathia Wrote:Bah, at least let me be Nicolae Carpathia as the [strike]Grand Antichrist[/strike] Secretary General of the United Nations

Bobchillingworth Wrote:I have mixed feelings about the [strike]goodie huts[/strike] pods. On one hand, from what I understand / have experienced within 10 min of play they can be very powerful. The free wonders Mist mentioned, plus I think you might be able to get some sweet early units and I was getting heaps of credits and super-productive mineral piles left & right. But at the same time, it looks like you can decide whether to take a worker or scout unit on turn 0, which the pods turn into a genuinely compelling choice.

Keep the pods IMO. This won't be a science.

Nicolae, I'm pretty sure you can fit yourself into any of the (standard) factions w/out too much trouble. smile
Blog | EitB | PF2 | PBEM 37 | PBEM 45G | RBDG1
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I'm famous!

Also, I say diplomacy on, or public diplomacy, considering how little knowledge and how poorly documented mods tend to be.
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Can we try for diplomacy with no formal NAPs, so that genuine conflict is always an option? There are only five of us here, surely between us we can hold to some sort of self-imposed standard. I guess public diplo could also work, there really haven't been any games with regular open diplomacy yet, since PB7 had that weird caveat where you were encouraged to openly break your world.


I would also be up for no diplomacy, but tech trading (no brokering) allowed.



I am very, very wary of combining both diplomacy and tech trading in any form.
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I think the idea behind No Tech Brokering is that only the University are allowed to Tech Broker. Because it's their Unique Ability™.
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Nicolae Carpathia Wrote:I think the idea behind No Tech Brokering is that only the University are allowed to Tech Broker. Because it's their Unique Ability™.

Lol. That's a drawback when playing against humans. People will trade with you less! lol

I don't think you'll be missing anything with tech trading off, mod description notwithstanding.
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