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(March 24th, 2014, 11:40)Sian Wrote: that wasn't what you said ... you said you had a map for any but 4, which is read as it is scaleable for any number of players beyond 4

I was questioning my English skills, I read that sentence 5 times and that was what I understood.

Well anyways, do we want to have a 4 player game? We could start right away!
I have no problem waiting for another player and a map either, how do you feel?
"Gentlemen. You can't fight in here. This is the War Room!"
- Dr. Strangelove or: How I Learned to Stop Worrying and Love the Bomb
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On rereading it - I think Q meant that his map was suitable for any of Yell0w's categories but #4.
EitB 25 - Perpentach
Occasional mapmaker

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(March 24th, 2014, 13:16)Mardoc Wrote: On rereading it - I think Q meant that his map was suitable for any of Yell0w's categories but #4.

This is what I was meaning - the comment about being more specific was to me not mentioning the number of players my map could offer, rather then that I had incorrectly related the number of players. Apologies for *my* failure in English skills smile
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.

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I'm ready to go any time. Just post a list or restrictions and rules and I'll give my civ choices.
Travelling on a mote of dust, suspended in a sunbeam.
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Could you clarify what kind of map you're talking about, Q? (For example, will there be crazy preplaced barbarians wandering around?)
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Define crazy wink

Re: barbarians, there are no barbarians wandering about which would not normally appear in the first 50 turns of the game that may access the player. You will not see any preplaced angels or demons or even barbarians axes or chariots (which occur naturally but not early on), but only the sort that would be present naturally in the first 50 turns will have any effect during this period. There will be no barbarians that will enter your borders preplaced. I reserve the right to include significant quest-esque barbarians in the same way that Acheron appears, but they should not effect the game. You will only receive those starting units and techs that you would normally receive. The settler will not have the starting settler promotion, but you will receive visibility on any place you would be able to see after your initial moves.

There is a significant amount of water present, enough so that I feel the Lanun should be banned, but I believe that OO can survive unbanned or altered (although I will confer with lurkers about this before sending a save).

The map is a 4-way (almost) mirrored map. For practical purposes, all starts should be equal in everything except neighbors, but is set up so you should be able to relate to and have an affect on anyone on the map, whether or not they directly neighbor you. The immediate starting area has been set up to encourage diverse strategies, but is suitably lush that the start will be at a reasonable speed for multiplayer (for which you can thank Bobchillingworth's prodding tongue). The distance to opponents is neither ridiculously close or far, and there will be avenues for peaceful expansion available for most, if not all, of an average game. The map is, overall, rather lush, but not ridiculously so. I believe that no economic or diplomatic or technology strategy is particularly hampered by this setup and that all options are viable. You may disagree smile

The map currently contains (guarded) lairs, which I think will have minimal interference on the game, and I recommend them being allowed. However, they can be removed if players so desire. There are huts present, but they are guarded and would require considerable investment to acquire. This map has been playtested, and nothing noteworthy or peculiar appeared.


On a unrelated note, if anyone is interested in map- or scenario-making then they can contact Bobchillingworth or I. We are currently discussing a future adventure that would require several others helping out, but promises to be quite interesting smile
(I will be sending pms to those that I think might be interested in the next few days, but I will probably miss someone in the process).
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.

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That sounds good to me.

Can you give a sense of how big the map is?

Also, if there are going to be strong preplaced barbarians on the map, should the Clan (or Clan worldspell) be banned?
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Ok so our roster is

Sian
Brian Shanahan
HidingKneel
Yell0w

It's option 2. A standard game
No Lairs (besides guarded mapmaker placed ones)
No Huts (besides guarded mapmaker placed ones)
Compact Enforced
AI Diplomacy
No Tech Trading
little or no Unique features (at Q's discretion)
Quick Speed

Suggested bans: Volanna, Lanun
I'd not even ban Illian WS since it is only 9 turns on quick now, with a GA incorporated. 9 turns is still a long time in a PBEM but nothing like 20 turns.

So please give a quick feedback, and if everyone is OK we can submit our picks to Q
"Gentlemen. You can't fight in here. This is the War Room!"
- Dr. Strangelove or: How I Learned to Stop Worrying and Love the Bomb
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There is no need to ban the clan worldspell, which will probably be weaker then usual. I will give you a number of land tiles tonight.

I won't be able to start this over the weekend, so no need to rush picks or settings discussion.

Edit: upon consideration, I further recommend banning Faeryl.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.

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I suppose the usual top three picks pm'ed to the game master, the omnipotent (yet with receeding hair) Q.

Oh, and I'm also looking for a ded-lurker, a) to keep me posting, and b) to make sure I don't smoke too much smoke
Travelling on a mote of dust, suspended in a sunbeam.
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