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New FFH/EITB PBEM?

I have no objections to the turn order. What was decided about the Illians though? Do they get compensation for stasis or no, and if so what?
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(January 23rd, 2013, 20:28)Mardoc Wrote: No rush, we'll be playing for a while, best to have the map right.

(January 23rd, 2013, 20:23)Merovech Wrote: (a modification of) novice's map balancing tool first.

You have the Grail?! eek

Can I have a copy of that? Please....please

Well, I haven't yet tried it out, and I actually misspoke in saying I modified novice's tool. I meant to say that I think, with (lots of) DaveV's advice, I can modify the savefile to work with novice's tool. If it works, I'll explain how to do it.
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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Awwwwwww, man. I have to play elves on a giant builder map agaaaaaiiinnn? devil

Thanks, Merovech! And I'll second Mardoc: still no rush, take as much time as you need on the map.

(January 23rd, 2013, 20:33)gtAngel Wrote: I have no objections to the turn order. What was decided about the Illians though? Do they get compensation for stasis or no, and if so what?

Welcome aboard, gtAngel! My understanding is that we're going with the partial compensation of 1 worker tech (I don't think Merovech's suggestion of playing first is worth enough).
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(January 23rd, 2013, 20:44)HidingKneel Wrote: Awwwwwww, man. I have to play elves on a giant builder map agaaaaaiiinnn? devil

Thanks, Merovech! And I'll second Mardoc: still no rush, take as much time as you need on the map.

(January 23rd, 2013, 20:33)gtAngel Wrote: I have no objections to the turn order. What was decided about the Illians though? Do they get compensation for stasis or no, and if so what?

Welcome aboard, gtAngel! My understanding is that we're going with the partial compensation of 1 worker tech (I don't think Merovech's suggestion of playing first is worth enough).

Okay, the only worker tech that the Illians wouldn't start with in this set-up is Agriculture. Should I give them that?
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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From Random.org:

There were 5 items in your list. Here they are in random order:

Ellimist
HidingKneel
Selrahc
gtAngel
Mardoc
Timestamp: 2013-01-24 04:09:10 UTC

So, Ellimist goes first, then we follow the cyclic order:
Selrahc
Mardoc
gtAngel
Ellimist
Hiding Kneel

Giving us a final turn order of: Ellimist->HidingKneel->Selrahc->Mardoc->gtAngel

Starting locations to come shortly! (Selrahc, make a thread already!)

Also, I still want confirmation that I should give the Illians Agriculture.
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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So it seems I'm going last :P

Anyway, I'm all ready to go, and I'm fine with Illians starting out with Agriculture (albeit slightly terrified.)
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Mod: EitB v9
Speed: Quick?
Lairs: On
Living World: On
Huts: Off
Bans: Keelyn, Stasis, Lanun
Mercurians: No.
Hyborem: Yes.
Diplomacy: Limited in the style of FFH XX (can send messages only on your turn).
Map: Large builder map, to be made by Merovech.
Difficulty: Emperor
Illians: Free Agriculture
Hyborem: No new human players - one civ must become AI.
Tower of Mastery: Requires Omniscience to start building.

Just double checking the rules. I think this is what was agreed to but I want to make sure.
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(January 23rd, 2013, 23:40)gtAngel Wrote: Mod: EitB v9
Speed: Quick?
Lairs: On
Living World: On
Huts: Off
Bans: Keelyn, Stasis, Lanun
Mercurians: No.
Hyborem: Yes.
Diplomacy: Limited in the style of FFH XX (can send messages only on your turn).
Map: Large builder map, to be made by Merovech.
Difficulty: Emperor
Illians: Free Agriculture
Hyborem: No new human players - one civ must become AI.
Tower of Mastery: Requires Omniscience to start building.

Just double checking the rules. I think this is what was agreed to but I want to make sure.

That's my understanding as well.
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I just want to point out that four of us have Arcane as one of our traits :P

Only Ellimist's Calabim is lacking in that area. Also kind of funny is that Perpentach has all of the traits that the Illian's and I have, although that is subject to change at a moment's notice.
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okay, so I globally lurked only during the Civ pick phase, but I haven't seen the map, etc ... haven't globally lurked since the civ picks, etc ...

So I ask. Would it be legit to dedlurk gtAngel?

also, I ask gtAngel

1) if you are new

and

2) if you are looking for a dedlurker
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