February 8th, 2016, 07:06
Posts: 2,706
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I'm with the "less diplo is better" here, although not to the extent of always war. I too would rather play on the most recent RtR since that is what I am familiar with, but I can get familiar with 2.0.7.6 quickly enough. Other than that I have no opinions either way about the other settings.
February 8th, 2016, 07:16
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Joined: Jul 2014
I'm not a fan of the new Colossus and the new fin/wharf system, but won't mind playing version 3.0.0.5 if most people want that.
February 8th, 2016, 07:17
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I'm fine with 3.x.x.x or 2.x.x.x
February 8th, 2016, 08:37
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Can someone link to mod changes for newest version of RtR? I like around v.2.0.7.4-6 best, including diplo lockout workaround but I'm willing to go more recent change if I can get a reference and see what the changes are in a newer version.
I don't love the change to colossus but I do like the unit xp change for colosseums. Etc.
February 8th, 2016, 09:33
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(February 8th, 2016, 02:21)Boldly Going Nowhere Wrote: No extended diplomacy please. The less diplo allowed the better is my official position.
I'm coming into this being a *casual* game as in the title so for everything else:
I'm told I will have a Xenu dedlurking and criticizing me as well.
February 8th, 2016, 09:48
(This post was last modified: February 8th, 2016, 09:48 by Gawdzak.)
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I'm good with whatever mod as long as I can find a full list of the changes. No strong opinion on picking methods, however I would prefer that there's no dupes in leader/civs.
February 8th, 2016, 10:39
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Joey, you're a star, thanks for helping!
Looks like we're at 12 players now with Yuri & Nyles; let us know when you're ready to start or if there's an upper limit on your idea and we'll call sign-ups closed at that point.
Consensus seems to be building to use the latest version of RtR 3.0.0.5, with no strong objectors.
Consensus also seems to be towards AI-diplo, again with no strong objectors. I'd bring up the "Arcane signaling" verses absolutely no diplo debate, but since this is casual, I think we can let that one be up to individual player discretion.
PB28 was Barbs - Yes, Events & Huts - no. Is RtR v3 the one that implemented the no barbs = no map trading override? Personally I prefer Barbs on.
Re: difficultly, etc. I think mapmaker discretion - happy to leave the barbs decision there as well.
Pick method has not been agreed. I have proposed an alternative method, but concerns have been raised. I want to respond in more detail on my thinking behind the proposal - particularly on duplicates - and will do so once I have a bit more time. (I was going to do it last night, but forgot)
February 8th, 2016, 11:00
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If we do have barbs on, can we get them to start with archery? A barb city with warriors, particularly on the lush maps we create, is really very unbalancing. At lesat with archers, there is a chance that at human will lose some units taking it. with warriors, it's just free XP to an attacking sword.
3.0.0.5 is fine with me, though I think the inability to pillage villgae/towns is weird.
Completed: PBEM 34g (W), 36 , 35 , 5o, 34s, 5p, 42, 48 and PB 9, 18, 27, 57
Current: PB 52. Boudicca of Maya
February 8th, 2016, 11:13
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The main problem with the pick method is that duplicates are annoying. So how about we do it in 2 steps like you proposed, but a bit more complicated.
Step 1 : we randomly assign a leader or civ to everyone, which they can choose to refuse once so they're not forced to play something they really don't want to play.
Step 2 : everyone produces a list of however many civs/leaders is needed (if 7 people need to pick a leader and you need to pick a leader you rank 7 leaders), then we award the first picks to people (with a coinflip in case 2 or more people want the same leader/civ) and iterate with only those who lost the coinflip.
Alternatively, a PB27-like method where you can choose to keep your leader, your civ, both, or none of them, and you have to keep the 3rd one.
February 8th, 2016, 11:13
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(February 8th, 2016, 11:00)AutomatedTeller Wrote: 3.0.0.5 is fine with me, though I think the inability to pillage villgae/towns is weird.
It does seem a bit counter-intuitive. If a bunch of loincloth-wearing, club-wielding buffoons can burn an entire city of millions to the ground, one should be able to destroy a town or village. But I actually like it, since it adds a little more complexity to early city planning, especially considering how good watermills are in RtR mod (at least in my limited, SP-only, experience).
Re: pick methods, I have to say that I'm not a fan of allowing duplicates. Purely for flavour purposes though, so I can get over it if I have to.
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