October 24th, 2014, 15:05
Posts: 10,034
Threads: 82
Joined: May 2012
Though now that I look over those pics in this thread, I'm sadder that we aren't going to see much use (let alone reporting!) of it I keep seeing all the extra little details I managed to work in, even the ones that weren't mentioned in-thread, or were changed in the final version - the tangled vines on the island, the ruins of civilization on the western lands, the ice floes of Acheron...even Ygg, so close to them, I don't think has been reported by any player!
I suppose all mapmakers feel this way about their babies, it's just that for all of the others I was basically just editing a base one, and ended up with some glaring issue to be ashamed of. This one, I don't think I'd do it any differently at all.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
October 24th, 2014, 15:06
Bobchillingworth
Unregistered
We haven't had a FFH Adventure game in a long time... perhaps repurpose this map as one? I'd participate (and can help come up with a variant, if need be).
October 24th, 2014, 15:12
Posts: 10,034
Threads: 82
Joined: May 2012
Construction because he says the rivers are enough of an issue, hunting for hawks. For sure haste might help, but I feel like he has enough mobility to be comfortable with and visibility to know which locations he should be targeting.
Honestly I was thinking more about what mundane techs would help accentuate his attack so Kote would probably be better - but it would be a bit of a cost with the MG to setup.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
October 24th, 2014, 15:57
Bobchillingworth
Unregistered
Ah. Hawks haven't been at Hunting for a while though. As for rivers, Haste will give the same degree of mobility as Construction, with the advantage of being effective across dry terrain.
October 24th, 2014, 15:59
Posts: 10,034
Threads: 82
Joined: May 2012
Huh.
It's really dodgy that you are still able to correct me on the paticulars of a mod I'm editing, isn't it.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
October 31st, 2014, 09:20
Posts: 3,251
Threads: 18
Joined: Nov 2010
What about the pre-placed fortresses? As far as I've seen, only Yellow mentions pillaging them. Seems he got a couple techs worth of gold out of them. I'd think early pillage gold far outweighs eventual benefit to defense.
October 31st, 2014, 16:17
Posts: 10,034
Threads: 82
Joined: May 2012
Hmm, what about them? That they're unbalanced/distort the gameplay?
I'd agree - I honestly hadn't thought about people pillaging them, despite it being an obvious conclusion to make, and I would probably strip them if I was to remake this map. They were meant to make that portion of the map more defensible, as I was quite worried about it being a too close border and encouraging rushes/early warfare.
In retrospect, the floodplains region was probably too strong as an avenue of expansion, and detracted from other routes to too much of a degree - especially an issue with the Malakim in the game. That didn't turn out to matter, but it could have.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
Posts: 855
Threads: 7
Joined: Mar 2011
*Thread necro*
(October 31st, 2014, 09:20)Molach Wrote: What about the pre-placed fortresses? As far as I've seen, only Yellow mentions pillaging them. Seems he got a couple techs worth of gold out of them. I'd think early pillage gold far outweighs eventual benefit to defense.
Pre-placed fortresses are the gift that keeps on giving. Just wait til they upgrade to castle (which they do just by sitting), pillage down to fort, rinse-repeat. Only works if they're close to your borders (otherwise, better to just pillage them all the way now).
Posts: 10,034
Threads: 82
Joined: May 2012
Kinda a weird decision to build so many warriors on Kragroth's part...I'd also have focused some energy on razing that mana road, even if it's too late to avoid the wide road network Yell0w (I think?) set up. Maybe needed Kithra to do, but definitely not something you want to leave standing (or, for that matter, allow to be built in the first part.
City's definitely falling, sans reinforcements. I think Mardoc wins this one, though it's nowhere near decided - simply what I expect from macroconsiderations of the other players, their likely moves, and the comparative advantages. Then again, this is all based on his thread, so who knows.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
Posts: 10,034
Threads: 82
Joined: May 2012
I think killing the Treant is actually a big tactical stumble on Mardoc's part. It took 5 moroi, plus I-don't-remember-how-many catapults.
Treants only live for a certain number of turns, between two or three, so at most that treant can kill 3 units. Not to mention that some of those will be time delayed, happening on future turns where the tactical situation won't be so tight (Mardoc has time to bring more units up, the situation has stabilized once more, and so on).
In his place I would have focused on capturing or killing the city, and then when that was done reassess what he needs to do. Practically, even assuming some of those bad rolls get moved forward, we end up with 3-5 more Moroi, and the catapults on hand. I think the catapults can even reach the city, so Mardoc could have kept it (may or may not be a right choice even then, but who knows), and staffed it with wounded and catapults and still spend his last few on cleaning up the workers and final PoL.
IBT who knows what happens, but I think it's a better situation as he has a touch more collateral flexibility, plus more troops.
Still, it sucks to be trapped by a Treant, so I understand the instinctive move to kill it off.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
|