(June 11th, 2013, 01:13)NobleHelium Wrote: What on earth is that?
Edit: Apparently the eagle nebula pillars.
LOL THEY'RE NOT ON EARTH.
...
Ignoring that, I picked them because they're made almost completely out of hydrogen, which is kind of like the opposite of helium, and because they can pass as an actual profile picture. Slightly more subtle than a mirrored compass.
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.
(June 11th, 2013, 02:17)SevenSpirits Wrote: I don't understand why you think it's a bug. You can promote a unit with a +move promotion, now it has +1 moves.
It does suck though. That I will agree with.
Possible logic: even a normal 3-move unit can't disembark then move afterwards.
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.
(June 11th, 2013, 02:17)SevenSpirits Wrote: I don't understand why you think it's a bug. You can promote a unit with a +move promotion, now it has +1 moves.
Calling it a bug is probably a bit too strong, but that does seem like a bizarre feature. There is no other way in the game to give movement points to a unit that has exhausted all its abilities to move, and nothing about the description of Morale suggests it can do that. Really dumb, but I don't think we have enough of a leg to stand on to ask for a reload or anything like that. He knew about a super obscure and dumb feature and exploited it, nicely done and all that I guess.
It's just - losing a city to overwhelming numbers or out-maneuvering is one thing. Losing because of an obscure feature that nobody knows about (if Noble doesn't know the mechanic, then it's safe to say over 99% of people do not) feels lame. I know we both looked all up and down that coast last night, and figured we were safe. I'm aware he had a GG, so if I knew that use of Morale was possible, we could've put just a couple of that giant Knight stack into there easily with no harm done. Sigh.