October 27th, 2012, 23:25
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(October 27th, 2012, 23:18)BRickAstley Wrote: Gah I hate this stupid fighting wordplay can we just start the damn game pease I don't care I just wanna play
Sorry, I shouldn't involve my philosophy in your game. Anyway, probably 6-12 hours before it's launched per Krill. So not long at all.
EitB 25 - Perpentach
Occasional mapmaker
October 28th, 2012, 05:35
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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
October 28th, 2012, 09:07
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October 28th, 2012, 09:09
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Seriously though, thank both of you for doing all this map work even with players bitching. Even though it didn't end up right, I really appreciate you putting in work on the map Mardoc, and thanks krill for making sure we have something properly competitive enough to play. I'd not wanna be either of you for all the drama this seems to have drug up, so thanks for doing it and dealing with it.
October 28th, 2012, 10:35
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Don't worry, Brick, i'm sure there are more food in there. Besides, hunting enables pastures in the mod, so we can improve the sheep.
There are floodplains to the west (and likely another food resource), I'm sure.
I see two options with the scout. NE to see if there's sea food (if there's not, we can try moving south for better land). Or we can move W to the sheep (I think this reveals one of the unrevealed sea tiles too) or SW to see more of the W and south. Maybe the last one is better, since moving would only make sense if we see something way better out of our reach.
October 28th, 2012, 10:37
(This post was last modified: October 28th, 2012, 10:55 by Ichabod.)
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Ah, and this start is a billion times better for us. Like I've said, we have more food, even the map rules we agreed on said so. And look at all those forests. They are 32 (pre math) or 48! (post math) hammers on a settler each. Settlers are 100 hammers. That's awesome! And we have a lot of hills too, which are more powerful in the mod, due to the nerfed slavery.
October 29th, 2012, 17:43
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Also, need a good naming scheme.
October 30th, 2012, 12:13
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Oh, I got one: Places and People from Fire Emblem worlds. I've played a good few of those games, and they have some nice place names, as well as a plethora of unit types (unpromoted) and specific unit names (for the veterans).
October 30th, 2012, 12:13
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Also, i'm going to be getting a sandbox running in a few days here, when school clears up. With sunrise incapacitated by Sandy, there isn't a rush anywho.
October 30th, 2012, 12:14
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ALSO also, From a chat Ichabod and I had we're moving the scout 4 on the first turn, since that should give the most vision of unseen tiles. In case any lurkers are curimous.
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