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Pitboss 13 Settings Discussion

LIBERUM VETO
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I tried generating some torusland inland oceans maps, albeit slightly smaller than what krill suggested (I think ~200 land tiles per player is correct - so ~400 tiles per player with inland oceans and 6% peaks). I think they would be perfect for this game (with some editing).

Torusland maps are going to look boring and a bit too uniform if you look at the minimap (unlike B&S which just looks beautiful), but I think in terms of terrain that matters for gameplay they will be much more interesting than other options being considered.
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Pindicator Wrote:So I would prefer true random. But I think a good compromise could be having a list of 27 - 34 leader/civ combinations randomly generated and then we pick from that in some kind of order.

Another possibility is to roll 2 or 3 combinations for each player and let them choose from those. This would mean we would potentially have duplicate leaders and/or civs but I think that would still be better than a snake pick.

Theoretically speaking, there is a way to do this that I've been toying with, that removes duplicates, but takes a shit load of time. Basically the method is a rip off the ARAM champ select method in League of Legends.

Order all of the players 1-17. Create two lists in Excel, one of leaders, numbers 1-50 odd, the civs 1-34 (think there are only 34 anyway) in alphabetical order for ease. Go the the first player, hit him up on chat. Generate one random number from each list, that is his first choice combination, say he rolls Huayna of Japan. Player 1 can choose to play that combination or reject it, and has a total of 2 rejections, after 2 rejections the random role is what he gets regardless of whether he likes it or not. Remove that leader and civ from the list. Go the player 2, repeat process but without the already chosen leader and civ from the respective lists so no duplicates exist.

This way no player knows what is already chosen until the pick has finished. Everyone has some control over who they play to remove the stuff they don't want. This is still a random generation of leaders and civs.

The downside? It would take a while, potentially up to a week to sort through it. That said, the actual player order doesn't matter because lack of knowledge of what they could generate means to the player it is still random even though different players have slightly different odds of what they could play. One lurker would have to spend a lot of time doing it, because players couldn't do it (well, theoretically the first player could if a lurker random the leaders for player 1 then player 1 did it for every other player). It would also have to be done without seeing the starts obviously.
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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Equivalent, faster, slightly fairer method.

Day 1 - generate 17 random pairings and post in team threads. Team responds yea or nay. Yea leaders/civs are removed.
Day 2 - repeat for all nay teams. Again, yeas are removed.
Day 3 - double nay teams are auto-assigned
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That would be a significantly smarter way to do it thumbsup
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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(July 14th, 2013, 18:33)suttree Wrote: Equivalent, faster, slightly fairer method.

Day 1 - generate 17 random pairings and post in team threads. Team responds yea or nay. Yea leaders/civs are removed.
Day 2 - repeat for all nay teams. Again, yeas are removed.
Day 3 - double nay teams are auto-assigned

Yeah, I can do that easy once everyone has a thread.
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(July 14th, 2013, 18:06)SevenSpirits Wrote: I tried generating some torusland inland oceans maps, albeit slightly smaller than what krill suggested (I think ~200 land tiles per player is correct - so ~400 tiles per player with inland oceans and 6% peaks). I think they would be perfect for this game (with some editing).

Torusland maps are going to look boring and a bit too uniform if you look at the minimap (unlike B&S which just looks beautiful), but I think in terms of terrain that matters for gameplay they will be much more interesting than other options being considered.

I probably should generate some maps on my own before commenting further, so I think I'll do that when I get home in a few hours.


@Krill & Suttree -
I really like that idea. And we do have time to choose because it'll take some time for the map I imagine.
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So I just did a summing up of opinons expressed on this thread about what kind of map is wanted, and I have:

B&S: 5
Torus: 4
Mapmaker's Choice: 3

No vote: 5

So.... I guess I could generate some maps of either til there's more consensus? I'll also try out rolling some B&S with that Full of Resources to minimize the ice and tundra around, I feel that would help out B&S alot without adding more editing.
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(July 14th, 2013, 18:42)BRickAstley Wrote:
(July 14th, 2013, 18:33)suttree Wrote: Equivalent, faster, slightly fairer method.

Day 1 - generate 17 random pairings and post in team threads. Team responds yea or nay. Yea leaders/civs are removed.
Day 2 - repeat for all nay teams. Again, yeas are removed.
Day 3 - double nay teams are auto-assigned

Yeah, I can do that easy once everyone has a thread.
Everyone make a thread!
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that sounds fair to me, I like it much better than a draft (although I'd be fine with random)

however, Brick, please wait until the map is decided and confirm that is the selection method we are using. I don't want to have to redo it. if I get one of the leaders I really want and then there is controversy and we have to redo it, im going to not be happy rant
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