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Everyone invited to join for some civ and sorcery!
After last game I think everyone will agree that a bit more space for everyone on the map wouldn't come amiss.
The advanced start was widely welcomed so I'd suggest we go with it again.
I also liked the pick method (everyone can pick one from 3 random leaders), so if there are no objections...?
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I checked the link to EitB download, do you use version 12? I might be interested in joining.
Also, I use original disc version of Civ 4 BTS (patched to 3.19), not the Steam version. Does this matter in PBEM/Pitboss multiplayer compability?
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Yes I'm keen. Sorry for not starting this earlier.
One thing I am wondering about is if others would enjoy paring back some aspects of FFH2 that have particular impact in MP - namely parts of the combat system that are okay when you're facing the AI, but can make fighting humans really stressful.
In particular I'm thinking about the availability of mobility. I recognise this makes FFh very different from BTS, but the alpha strike nature of it can be quite swing-y and I don't find it a super fun part. This could look like stripping the availability of mobility promotions back, making ships slower, putting Haste at Body 2 instead of 1 (and fair winds later as well, potentially), and reducing the reach of summons (stripping Spell Extension back, and perhaps cutting spectres down to one move).
Thoughts? Would this strip FFH of its identity? Would you enjoy playing this more or less than the current version? This wouldn't necessarily need to happen for this game btw, though I could give it a go.
Also, I will probably need elf workers a little.
Welcome Coldrain! We use version 12.1 technically, which has some changes from v12. I'll post a link here. I don't believe that should be a problem.
Thoughts on doing this as a Pitboss? We can test it to make sure it works.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
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(August 5th, 2023, 16:57)Qgqqqqq Wrote: Yes I'm keen. Sorry for not starting this earlier.
One thing I am wondering about is if others would enjoy paring back some aspects of FFH2 that have particular impact in MP - namely parts of the combat system that are okay when you're facing the AI, but can make fighting humans really stressful.
In particular I'm thinking about the availability of mobility. I recognise this makes FFh very different from BTS, but the alpha strike nature of it can be quite swing-y and I don't find it a super fun part. This could look like stripping the availability of mobility promotions back, making ships slower, putting Haste at Body 2 instead of 1 (and fair winds later as well, potentially), and reducing the reach of summons (stripping Spell Extension back, and perhaps cutting spectres down to one move).
Thoughts? Would this strip FFH of its identity? Would you enjoy playing this more or less than the current version? This wouldn't necessarily need to happen for this game btw, though I could give it a go.
Also, I will probably need elf workers a little.
Welcome Coldrain! We use version 12.1 technically, which has some changes from v12. I'll post a link here. I don't believe that should be a problem.
Thoughts on doing this as a Pitboss? We can test it to make sure it works. Well pitbos was tried and there is a serious problems with summons which work as intendent just for first player. Personaly I am against changes as near everithing you listed is core ffh2 and will make other things which are balanced now more imbalanced. You seen how diferent game was just making warriurs no ccoper dudes and elves getting full workers...
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I’ll play. +1 for advanced start and more space between players.
To Q’s thoughts: I am willing to test game with less mobility but I also agree with mack that it will likely make other things very unbalanced. For example Golems suck as they are so slow and can’t be faster. If other fast units lose their mobility power it will make Golems more powerful. So yeah, it’s kind of FFH thing but I agree that it sometimes feels annoying as the war can be practically over after one turn.
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Won't be playing (I've been reminded of exactly how miserable I found actually being a serious turnplayer), but will lurk with interest and am available to dedlurk if wanted.
On the mobility front, would simply saying "no Raiders for this game" and seeing what happens be a worthwhile experiment in cutting down on alpha strikes while not messing with overall balance?
It may have looked easy, but that is because it was done correctly - Brian Moore
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I have no comments on the mobility balance of units, as I lack proper experience of EitB multiplayer. I think having a larger map than in previous game should help to have more "frontline" ciites preventing direct access to the core of the realm. Or then again, mobility promoted + hasted commando units could still reach the center of core easily anyway, but that's more of an extreme example I guess?
Anyway, If I do end up signing up to this game, is a turn per day be the expected pace? Or do you typically play with a different schedule?
Any relevant guidelines or rule lists I should read as a first time RB PBEM/Pitboss participant?
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The idea is a turn a day. We balance player order around when their windows of play are.
I agree some thought would have to be given to balancing the power of slow movers. I think a modest balance of this (I.e. limiting hunters to three moves, horses to four, warriors to two pre-Haate) would still preserve that somewhat. I don't think raiders is the root - we obviously saw that displayed last game, but I struck 7 tiles including two tiles inland in a game before that.
Anyway, we don't have to do it this game, especially as a larger map should mitigate things. But I might mess around with some notes to test.
Shallow, I'd love a ded lurker. I might also need some cover for a few weeks, but I can also leave instructions for a global lurker so you don't have to do that. Also happy if you'd rather lurk someone else.
mackoti, the issue with sequential pitboss was summons disappearing at end of the global turn rather than right before your own turn, right? That probably is disabling. I wonder how difficult it would be to code.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
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probably dont have the time or will to play, but will also probably lurk and/or be down for a dedlurking
August 9th, 2023, 15:44
(This post was last modified: August 9th, 2023, 15:45 by Miguelito.)
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wrote to Bing on Discord and Brian via PM.
I like the idea of tackling mobility at least somewhat. Haste at body 2 sounds quite good. Also spell extension - I'd basically kill the first one at mages, and just have archmages get 1 level of it. I have never used golems, can they take mobility? Maybe it would make sense to enable that?
Is the pitboss where it was tried the same beast as our current sequential PB implementation? If there's a qualitative difference maybe it'd work? I suspect sequential might actually bea crucial component there.
Oh and I would also happily welcome a teammate, although I'd encourage everyone to give playing themselves a shot over that.
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