sunrise089 Wrote:I'd LOVE to see this as well.
Also, am I hosting this thing?
Sunrise, I think you are if you're still willing.
I believe the complete changelog is in the two spoilers in this post.
Are you, in fact, a pregnant lady who lives in the apartment next door to Superdeath's parents? - Commodore |
PitBoss 5 Planning Thread
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sunrise089 Wrote:I'd LOVE to see this as well. Sunrise, I think you are if you're still willing. I believe the complete changelog is in the two spoilers in this post. Ellimist Wrote:In PB4 most players move last on the turn before the turn they declare war so that they have more control over where the timer falls. They don't move last. They just end turn last. If they move last, they cannot DoW. I haven't had a chance to discuss with Krill at all, didn't realize we were this far along. Will get back to you ASAP.
Completed: SG2-Wonders or Else!; SG3-Monarch Can't Hold Me; WW3-Surviving Wolf; PBEM3-Replacement for Timmy of Khmer; PBEM11-Screwed Up Huayna Capac of Zulu; PBEM19-GES, Roland & Friends (Mansa of Egypt); SG4-Immortality Scares Me
dazedroyalty Wrote:I believe the complete changelog is in the two spoilers in this post. Awesome! And, nice work on the mod! I avoided the thread because it grew in size to resemble the Almighty Sarlacc, but these changes seem very thoughtful. I agree with about 90% of them, and assume it's my own noobery for disagreeing with the others. Quick question though - why did Pro get nerfed in the 1.40 patch? I'm missing a previous buff, right? sunrise089 Wrote:Quick question though - why did Pro get nerfed in the 1.40 patch? I'm missing a previous buff, right? Previous to 1.40, Protective was given the +100% granary bonus. It felt a little bit much in the other direction so it was toned down slightly after that. In the post Dazed linked to, the first spoiler is the most recent changes post-PBEM16, and the second spoiler is the original batch of changes - a longer list.
Guys, the mod isn't finished, so I don't think there is a good reason to start the picks now considering the mod may still be changed.
Also, even with GES on the other side of the world, I'm not willing to play in a game where we're expected to play in a 6 hour window. If you lot to play a PitBoss game with that partial rule, fine, but I'll drop out and GES can find another player to play with him. Krill Wrote:Guys, the mod isn't finished, so I don't think there is a good reason to start the picks now considering the mod may still be changed. You're not supposed to play in 6h window only declare in it. It doesn't even need to be done in game. Krill Wrote:Also, even with GES on the other side of the world, I'm not willing to play in a game where we're expected to play in a 6 hour window. If you lot to play a PitBoss game with that partial rule, fine, but I'll drop out and GES can find another player to play with him. I only signed on as your sometimes turn-player and thread-updater. I don't plan to play otherwise. I don't have time.
Completed: SG2-Wonders or Else!; SG3-Monarch Can't Hold Me; WW3-Surviving Wolf; PBEM3-Replacement for Timmy of Khmer; PBEM11-Screwed Up Huayna Capac of Zulu; PBEM19-GES, Roland & Friends (Mansa of Egypt); SG4-Immortality Scares Me
I may be in danger of re-opening the entire double move rule can-o-worms but having to do anything in a 6hr window when turns are set at 24hrs seems silly. I believe the rule was in effect to do go the extra mile on preventing double moves, but it seems excessive. I personally do not want to have a 6hr potential limit on my player either. I'd need a brush up on the reason for the 6hr rule, but I'm against it.
dazedroyalty Wrote:I may be in danger of re-opening the entire double move rule can-o-worms but having to do anything in a 6hr window when turns are set at 24hrs seems silly. I believe the rule was in effect to do go the extra mile on preventing double moves, but it seems excessive. I personally do not want to have a 6hr potential limit on my player either. I'd need a brush up on the reason for the 6hr rule, but I'm against it. It is solely an attempt to prevent double-moves. I think the only other options to prevent double-moves are to just tell players that no double moves are allowed and make people declare at a time where it won't occur (or pause the game to let the other civ play first), or make the attacker declare in the last 6 hours and make them take the second half of the timer, that way anyone who doesn't play in the first 18 hours is on notice they could be double moved. I think Krill's problem is less having to play in a 6h window, and more the sense of security the window provides to players, letting them know they can move with no fear of a DoW if a potentially hostile civ didn't play in the first 6 hours of the prior turn. But I don't want to put words in Krill's mouth.
Completed: SG2-Wonders or Else!; SG3-Monarch Can't Hold Me; WW3-Surviving Wolf; PBEM3-Replacement for Timmy of Khmer; PBEM11-Screwed Up Huayna Capac of Zulu; PBEM19-GES, Roland & Friends (Mansa of Egypt); SG4-Immortality Scares Me
plako Wrote:You're not supposed to play in 6h window only declare in it. It doesn't even need to be done in game. I'm not building my life around a PB game: any idea of a rule that requires me do something when I'm supposed to be asleep (or even at work, as I work shifts) isn't acceptable to me. Ad in the fact that I'd only be willing to play a PB game that stayed with a strict real 24 hour life timer, and I work 12 hour shifts without access to the net, I'm going to be at a disadvantage, with a rule that prohibits my options. So, I'll drop out, and you guys can play a 5 player PB game, I'll go see if there is anyone that wants to play a PBEM. |