(January 24th, 2013, 00:34)gtAngel Wrote: 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.
I guess the Calabim will have a hard time getting experienced spellcasters.
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FFH-20: Jonas Endain of the Clan of Embers
EITB Pitboss 1: Clan/Elohim/Calabim with Mardoc and Thoth
(January 24th, 2013, 19:35)Ellimist Wrote: Also, I thought HidingKneel said that he prefers to go before me?
I'm fine with either, but our playable timeslots are pretty similar.
I think after. I'm living on the west coast for the next six months, so we should be trouble-free until July. At which point one or both of us might be eliminated anyway. And if not... well, our FFH XX timeslots worked well most of the time.
(January 24th, 2013, 00:34)gtAngel Wrote: I just want to point out that four of us have Arcane as one of our traits :P
Highly misleading! The Illians and Balseraphs have no synergy with the arcane line, really. Play to your strengths!
I recommend that Selrahc beeline Wilboman, and Mardoc aim for a cultural victory. Magic should be left to the elder races, who can be trusted to use it responsibly
(January 24th, 2013, 19:35)Ellimist Wrote: Also, I thought HidingKneel said that he prefers to go before me?
I'm fine with either, but our playable timeslots are pretty similar.
I think after. I'm living on the west coast for the next six months, so we should be trouble-free until July. At which point one or both of us might be eliminated anyway. And if not... well, our FFH XX timeslots worked well most of the time.
Also, I don't want to have to re-edit the WB text file, thank you very much.
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.