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Erebus in the Balance PBEMXXVI Map & Lurker Thread

@DaveV: No they can't, as the guardian (a treant) is HN.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.

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(May 18th, 2013, 14:16)Qgqqqqq Wrote: @DaveV: No they can't, as the guardian (a treant) is HN.

But you don't need to move onto Pristin Pass to activate it, just adjacent to it. Anyway, the orcs can attack HN animals, right?
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Yeah they can attack it.
Its blocking the one tile that they spawn off if activated.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.

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If I were Molach, I'd promote that adventurer down the mounted line. Take flanking III while a horseman. IIRC that gives 95% withdrawal when promoted to horse archer. Add mobility II, combat IV, and Commando for a terrifying amount of mobility. See how well Serdoa can keep up with -10% tech rate and no improvements.
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Whosit would be a lot more convincing if this:

(May 31st, 2013, 09:58)Whosit Wrote: production seems to be at a premium in EitB, and I'm realizing I have to be much more conservative in what I build.

weren't followed two sentences later by this:

(May 31st, 2013, 09:58)Whosit Wrote: Granaries are almost done in the cities that are building them.
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BTS habits die hard.
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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Is he expansive? Expansive granaries can be a pretty good deal, I built a lot of them with Jonas in XX.
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FFH-20: Jonas Endain of the Clan of Embers
EITB Pitboss 1: Clan/Elohim/Calabim with Mardoc and Thoth



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Ah to be the Clan, being free from Barbarians is so delightful right about now.
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Pitboss Demo - Darrell's Tropical Trolls
PBEM45G - Sareln
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So, how many Clan cities do you think actually have Kilmorph in them?
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Getting more, he wants to sok rush it.
And looking at the score, the barbs declared war on serdoa a while ago.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.

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