I've an idea to make that specialist thing to happen. However can't really proceed further since CIV4BuildingInfos.xml has bugs concerning at least Armoury and Quay. No time today to fix this.
PB27 Signup Thread
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(July 20th, 2015, 16:26)Tasunke Wrote: Hmm, possibly in ... but i'll have to look at the changelog (again)Also want to either figure out the natneg fix, or else learn to take Gavagai-length turns...
If only you and me and dead people know hex, then only deaf people know hex.
I write RPG adventures, and blog about it, check it out. (July 20th, 2015, 14:46)Krill Wrote: Forcing what? The map trade stuff is a change to a game option. Well, forcing it to be tied to removing barbs. Very few games here have been played with barbs off and it would seem to change the game in a way that might not be wanted: changing the micro requirements for early settlers, changing the value of early aggressive warriors (since unguarded settlers would otherwise be the best strategy if they weren't called out), and so on with ripples through the game.
In
How are we going to go about picking Civ+Leader? I haven't done a lot of these types of set ups ... in FFH2 we just phone in our top 3 picks (with restricted leaders), but here it seems we do snake picks? How exactly do we go about doing that? In 18 it seems that we just got rolled something randomly? (Ick) I get that the first person to leader-pick is also the last person to civ-pick ... but do we have any input into whether we would like to pick leader first vs civ first? Or is that part completely random? (and I assume, once a pick order is selected, its possible to trade places ...)
Well, assumption would be that in a game this size we'd instead just do random (mapmaker) roll-assigned, with up to two rerolls allowed.
Not really joking about the natneg thing...with 20+ people we can't have the server blocked for everyone 5 hours a day.
If only you and me and dead people know hex, then only deaf people know hex.
I write RPG adventures, and blog about it, check it out.
Yea Com, I realize that I'll have to withdraw my sign in if I can't figure out the Nat Neg stuff ... but I don't expect this thing to start off tomorrow .... and with completely random, not entirely 100% on that possibility ... eh.
Can newbs get a little pick flexibility? :P (Like we can pick 5-10 combos? for our rolls to determine between?) B/c idk, but i hardly ever play BTS, and to play from the ground up with a combo I'm not at all familiar with (not that I'm familiar with BTS at all tho) doesn't sound very appetizing .... kinda like if we rolled random on FFH2 with people new to the game .... and a Turtle-Builder rolled Charadon xD (July 20th, 2015, 16:52)WilliamLP Wrote:(July 20th, 2015, 14:46)Krill Wrote: Forcing what? The map trade stuff is a change to a game option. Most players seem to complain that the luck factor of barbs strips out a lot of fun from the game, and farmers gambits are called regularly now. No map trading would suggest this would continue. (July 20th, 2015, 19:24)Tasunke Wrote: How are we going to go about picking Civ+Leader? I haven't done a lot of these types of set ups ... in FFH2 we just phone in our top 3 picks (with restricted leaders), but here it seems we do snake picks? How exactly do we go about doing that? In 18 it seems that we just got rolled something randomly? (Ick) Basically, what happened in 18, and is probably the "best" way to set up this game is that everyone is rolled a random combination, and then can reject it twice; after the second rejection the final random combination is what you play. So there is a measure of control over what you play. No trading of combinations between players. As Commodore said, all players NEED to have nat neg setup before sign up should be locked in IMO. We need a test server... |