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Rant Thread!

Posted:

Ceil at CFC Admin thread Wrote:We agree with Lost Civantares, what we have now is basically a democratic 'leader council'. Sadly, what we have now has not been able to deal swiftly with the timer issue. The timer issue impacts all teams equally... how much less will democratic leadership deal with a future grievance between two teams?

We need an Administrator. Realms Beyond votes yes for Plako as administrator.

Sincerely,

Ceiliazul for Realms Beyond

Results so far:
Realms Beyond - yes
Sp.Apolyton - yes
Apolyton - yes to any admin
UniverCiv - yes
CivFr - yes
CFC - *mumble* "leader council" *glurp*
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Updated Results:

Votes so far:
-------------
Realms Beyond - yes
Sp.Apolyton - yes
Apolyton - yes
UniversCiv - yes to an admin
CivFr - yes to an admin
CivForum.de - yes
CFC -
CivPlayers -
WePlayCiv -


Shall we start contacting the remaining teams individually through the usual diplo channels?
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Yes.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.

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Leave CFC for last. Contact the rest first and make CFC the lone holdout before shaming them publicly.
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(May 7th, 2013, 20:33)fluffyflyingpig Wrote: Leave CFC for last. Contact the rest first and make CFC the lone holdout before shaming them publicly.

Even better, have the other teams bring it to CFC

popcorn
Suffer Game Sicko
Dodo Tier Player
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Just to put it out there, Classical Hero is a profoundly stupid piece of shit and everyone who has posted anywhere near OT knows this.
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(May 7th, 2013, 22:38)Nicolae Carpathia Wrote: Just to put it out there, Classical Hero is a profoundly stupid piece of shit and everyone who has posted anywhere near OT knows this.

I don't understand.; I don't see anything by him in the ISDG forum. Did he delete his post or something?
Merovech's Mapmaking Guidelines:
0. Player Requests: The player's requests take precedence, even if they contradict the following guidelines.

1. Balance: The map must be balanced, both in regards to land quality and availability and in regards to special civilization features. A map may be wonderfully unique and surprising, but, if it is unbalanced, the game will suffer and the player's enjoyment will not be as high as it could be.

2. Identity and Enjoyment: The map should be interesting to play at all levels, from city placement and management to the border-created interactions between civilizations, and should include varied terrain. Flavor should enhance the inherent pleasure resulting from the underlying tile arrangements. The map should not be exceedingly lush, but it is better to err on the lush side than on the poor side when placing terrain.

3. Feel (Avoiding Gimmicks): The map should not be overwhelmed or dominated by the mapmaker's flavor. Embellishment of the map through the use of special improvements, barbarian units, and abnormal terrain can enhance the identity and enjoyment of the map, but should take a backseat to the more normal aspects of the map. The game should usually not revolve around the flavor, but merely be accented by it.

4. Realism: Where possible, the terrain of the map should be realistic. Jungles on desert tiles, or even next to desert tiles, should therefore have a very specific reason for existing. Rivers should run downhill or across level ground into bodies of water. Irrigated terrain should have a higher grassland to plains ratio than dry terrain. Mountain chains should cast rain shadows. Islands, mountains, and peninsulas should follow logical plate tectonics.
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It's in the admin request thread. He's the one who wanted a "leader council" or whatever.
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(May 8th, 2013, 12:05)Ceiliazul Wrote: It's in the admin request thread. He's the one who wanted a "leader council" or whatever.

Okay, I see. I
Merovech's Mapmaking Guidelines:
0. Player Requests: The player's requests take precedence, even if they contradict the following guidelines.

1. Balance: The map must be balanced, both in regards to land quality and availability and in regards to special civilization features. A map may be wonderfully unique and surprising, but, if it is unbalanced, the game will suffer and the player's enjoyment will not be as high as it could be.

2. Identity and Enjoyment: The map should be interesting to play at all levels, from city placement and management to the border-created interactions between civilizations, and should include varied terrain. Flavor should enhance the inherent pleasure resulting from the underlying tile arrangements. The map should not be exceedingly lush, but it is better to err on the lush side than on the poor side when placing terrain.

3. Feel (Avoiding Gimmicks): The map should not be overwhelmed or dominated by the mapmaker's flavor. Embellishment of the map through the use of special improvements, barbarian units, and abnormal terrain can enhance the identity and enjoyment of the map, but should take a backseat to the more normal aspects of the map. The game should usually not revolve around the flavor, but merely be accented by it.

4. Realism: Where possible, the terrain of the map should be realistic. Jungles on desert tiles, or even next to desert tiles, should therefore have a very specific reason for existing. Rivers should run downhill or across level ground into bodies of water. Irrigated terrain should have a higher grassland to plains ratio than dry terrain. Mountain chains should cast rain shadows. Islands, mountains, and peninsulas should follow logical plate tectonics.
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(May 7th, 2013, 22:38)Nicolae Carpathia Wrote: Just to put it out there, Classical Hero is a profoundly stupid piece of shit and everyone who has posted anywhere near OT knows this.

I know. Back when I actually inhabited CFC OT (I know, I know, silly me) I had a category "so thick the poster has to get mammy to type his responses". CH was firmly inside that camp.
Travelling on a mote of dust, suspended in a sunbeam.
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