As a French person I feel like it's my duty to explain strikes to you. - AdrienIer

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One further way to lose 3 hours of your life

The unstable ones shake and whenever you make a move, briefly show how many moves they have left until they degrade.
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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(April 28th, 2014, 13:44)Merovech Wrote: The unstable ones shake and whenever you make a move, briefly show how many moves they have left until they degrade.

I managed to make a 256 on my 2nd try. Could not get to 512. The same strategies for organizing in 2048 work, but it's much smaller and the 8s make it a bit of a challenge.
- The 8 has a very short lifespan (5 moves, I think?) so if you have to do a lot of maneuvering to get another 8, you won't make it.
- The 32 and 128 have reasonably long lifespans where if you don't lose a lot of 8s or have to create more than 2 16s to make a 2nd 32, you'll be fine.
The 16, 64, and the 256 are stable.
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The shaking doesn't work in all browsers, I think not older IEs or Opera, or maybe some mobile browsers.
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(April 28th, 2014, 16:16)T-hawk Wrote: The shaking doesn't work in all browsers, I think not older IEs or Opera, or maybe some mobile browsers.

It works in iOS Safari.
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That is so much harder.
Surprise! Turns out I'm a girl!
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Here's the realm beyond 2048.

https://www.dropbox.com/s/zx9h4mmbp4qs6zt/P1020398.JPG

A couple weeks worth of bathroom breaks here. Apparently dropbox sucks now, hope you can see it.
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(May 4th, 2014, 18:45)Ceiliazul Wrote: Here's the realm beyond 2048.




A couple weeks worth of bathroom breaks here. Apparently dropbox sucks now, hope you can see it.

Ah, I can help - you need to press down next...

Or alternatively bow how on earth did you do that?

With dropbox you either need to change the www to dl or do something with public folders that I don't understand.
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Wow. I finally got to 16384 today, and that took long enough. Impressive!
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.

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