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PB27 Signup Thread

(June 2nd, 2015, 16:35)pindicator Wrote: 3 Mountains achievement incoming.

That's what I thought. lol
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sign up smile
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Why only 34 players? That's so last year.
Played: FFH PBEM XXVI (Rhoanna) FFH PBEM XXV (Shekinah) FFH PBEM XXX (Flauros) Pitboss 11 (Kublai Rome)
Playing:Pitboss 18 (Ghengis Portugal) PBEM 60 - AI start (Napoleon Inca)
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(June 4th, 2015, 07:58)Molach Wrote: Why only 34 players? That's so last year.
You recruit us 50, we'll do 50.
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.
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Spam this around...
Current games (All): RtR: PB80 Civ 6: PBEM23

Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71. FFH games: PBEMVII, PBEMXII. Civ 6:  PBEM22 Games ded lurked: PB18
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All the civ sites!

And maybe reddit
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Also, if instead of that supposed map of japan/geographical area idea, we just use a normal map, a 50 player game would have the following sorts of numbers for map size.

Assume 150 land tiles per player.
Assume 50/50 water land split (so a bit more water than PB18, closer to hte amount in PB13).

That's 300 tiles per player, for 15,000 tiles total.

The Torusworld map script (for generating the right size map) only goes up to 124 tiles per dimension, which basically means that need 120 tiles on the opposite dimension. That is to say, that the Torusworld mapscript probably needs editing to give us the dimensions we need for the map, and even then we're looking at a map that is at least three times larger than any used before.

It's probably wiser to use an all land map if we go over 35 players ie a highland type map that was used in PB15 (but with a bit more space, closer to 175 tiles per player than 150 but with a much much lower water percentage).
Current games (All): RtR: PB80 Civ 6: PBEM23

Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71. FFH games: PBEMVII, PBEMXII. Civ 6:  PBEM22 Games ded lurked: PB18
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Fuck reddit. Not reddit. We can probably hit 40 just off the current community. If we haven't burnt out everyone already just on 18.
Current games (All): RtR: PB80 Civ 6: PBEM23

Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71. FFH games: PBEMVII, PBEMXII. Civ 6:  PBEM22 Games ded lurked: PB18
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Pretty sure Brick's mix-and-pick method with his cut and paste tools he used for PB13 can handle this easily.
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.
Reply

Oh, that's not the issue, especially not if the map design itself is farmed out, or spread out over a couple of weeks or months.

The issue is the graphics capability of the actual engine. Doesn't it run out of memory in absolutely huge games?
Current games (All): RtR: PB80 Civ 6: PBEM23

Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71. FFH games: PBEMVII, PBEMXII. Civ 6:  PBEM22 Games ded lurked: PB18
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