November 15th, 2011, 02:39
Posts: 5,294
Threads: 59
Joined: Dec 2004
NobleHelium Wrote:Well since Sareln restored the team tech penalty (you really need to decouple that from the Mercurian summoning somehow, or make two separate versions of the mod IMO), the Mercurians probably ban themselves.
Mercurians ban themselves right now. I'll fix that for the next patch  .
Blog | EitB | PF2 | PBEM 37 | PBEM 45G | RBDG1
November 15th, 2011, 18:59
Posts: 13,250
Threads: 25
Joined: Oct 2010
I thought about it some more and I'm not sure if this is possible but the best way to do it should be to enable the tech penalty if Compact Enforced is enabled. I doubt you want Hyborem appearing in a team game anyway, so you can just play all team games with that option enabled.
November 16th, 2011, 14:19
Posts: 8,838
Threads: 75
Joined: Apr 2006
Some good map thread traffic...we getting close  ?
Darrell
November 16th, 2011, 15:15
Posts: 9,706
Threads: 69
Joined: Dec 2010
It will take a while longer, darrell. I can promise to have it done by monday, but I can probably finish it before that.
DaveV is helping me to make the map pass the novice map tool for balance. I want to ensure that, while the map feels natural, it's also pretty balanced.
Some comments on the settings:
*Map is large.
*Speed is quick.
*Difficulty is Monarch.
*World wrap is Toroidal.
*Octopus Overlords is banned, but the map will have a lot of interesting water options.
*No huts.
*No lairs setting is on, but I'll place some dungeons across the map manually. No lairs that spawn barbs (since 1 lizardman can make a very big difference in a game designed for a builder oriented playstyle) and no graveyards (I don't want people popping Arcane Lore from a graveyard or something :neenernee)
*No Acheron and No Orthus.
*No event doubler, nor animal doubler.
If you guys feel very bad about some of this settings, I can change them. But I really don't want to generate a whole new map, since I've already done quite some work on the current one. So, I hope none of this is a big deal for the players.
Let me know your opinions, though.
November 16th, 2011, 15:48
Posts: 12,510
Threads: 61
Joined: Oct 2010
Ichabod Wrote:It will take a while longer, darrell. I can promise to have it done by monday, but I can probably finish it before that. Given that we'll be stuck with the map for months, I'm willing to wait a few extra days if you need them for balancing.
Ichabod Wrote:DaveV is helping me to make the map pass the novice map tool for balance. I want to ensure that, while the map feels natural, it's also pretty balanced. Wait...that's possible? I thought novice's tool only did BtS. If it's relatively feasible, can I request the method be posted somewhere public?
No objection to those settings, and I guess I'll stick with Falamar then. As long as you give the others land that's good enough they won't call for a second restart :neenernee
EitB 25 - Perpentach
Occasional mapmaker
November 16th, 2011, 15:55
Posts: 6,931
Threads: 61
Joined: Apr 2004
Mardoc Wrote:Wait...that's possible? I thought novice's tool only did BtS. If it's relatively feasible, can I request the method be posted somewhere public?
novice's tool chokes on the colors, so you need to change e.g., PLAYERCOLOR_LANUN to PLAYERCOLOR_PURPLE.
Also, you have to change FfH resources to BtS resources, e.g.:
BONUS_MANA -> BONUS_URANIUM
BONUS_GUNPOWDER -> BONUS_COAL
BONUS_COTTON -> BONUS_SILVER
BONUS_MITHRIL -> BONUS_STONE
BONUS_PEARLS -> BONUS_OIL
BONUS_REAGENTS -> BONUS_SPICES
And that's it.
Edit: Actually, I lied. You also have to fix non-BtS terrain types, i.e. hell terrain, volcanoes, marsh, etc. Plus lairs and unique features.
November 16th, 2011, 18:20
Posts: 8,838
Threads: 75
Joined: Apr 2006
That'll work, and thanks  .
Darrell
November 17th, 2011, 01:41
Posts: 3,390
Threads: 31
Joined: Dec 2009
Couldn't we just promise not to use Tsunami and Water Walking? Seems harsh to ban the religion, especially with the improved Asylums. Well, and Hemah.
Apart from that, settings look great, and thanks for your time!
November 17th, 2011, 12:18
Posts: 9,706
Threads: 69
Joined: Dec 2010
Ilios Wrote:Couldn't we just promise not to use Tsunami and Water Walking? Seems harsh to ban the religion, especially with the improved Asylums. Well, and Hemah. 
Apart from that, settings look great, and thanks for your time!
Well, in a perhaps thoughtless (and that's not to say dumb) move, I banned the religion using the option while creating a scenario. Is it possible to change this while still keeping the same map?
If I remember correctly, banning a religion means that the related techs are unresearcheable, so there'd be no Asylums, no Hemah, etc. No Tower of Complacency too.
I probably should have let this to a gentlemen agreement ban, but since it was one of the few things accorded in the tech thread, I ended up doing it ingame.
I can deselect the option when loading the scenario file, but I'm not sure if that chenges anything/breaks the game...
November 17th, 2011, 12:29
Posts: 2,521
Threads: 26
Joined: Oct 2010
Ichabod Wrote:I can deselect the option when loading the scenario file, but I'm not sure if that chenges anything/breaks the game... You can do that, it won't break anything.
Other possibility is to edit the scenario file with a text editor and remove that option by hand. Game options are on the very top of the file in a possible to read by human form, hard to do something wrong there.
|