Are you, in fact, a pregnant lady who lives in the apartment next door to Superdeath's parents? - Commodore

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[SPOILERS] Lurkerloos and map discussion

(June 7th, 2013, 21:54)Commodore Wrote: Frustrating turn, JJ and Dominoes are covered. Stupid AI showing my hand.

Makes you wonder what would have happened if the fleets passed in the night... I imagine the mishap is better for Commodore in the long run.

(June 7th, 2013, 23:22)Merovech Wrote:
(June 7th, 2013, 22:59)Gaspar Wrote: Well, 1.0 Gaspars is still only like .4 regoarrarrs, so .2 Gaspar's does indeed barely register.

The fact that this makes perfect sense to me is slightly frightening.

alright

scared
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(June 7th, 2013, 23:42)Ceiliazul Wrote:
(June 7th, 2013, 21:54)Commodore Wrote: Frustrating turn, JJ and Dominoes are covered. Stupid AI showing my hand.

Makes you wonder what would have happened if the fleets passed in the night... I imagine the mishap is better for Commodore in the long run.

He spied their fleet first before the mishap. He even has a screenshot of it! I think the mishap only helped scooticator.
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Yeah, Seven is right, as far as I know. The war would probably have just been a slaughter at sea without the mishap.
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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Fleets passing in the night was the original Zulu plan, but they were not so fortunate as regards their guesses of where they could make it through the lines.
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I agree that city gifting is one of the most frustrating things to deal with in a game. It happened twice in 33, I almost just quit and didn't come back over it.
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(June 10th, 2013, 23:59)pindicator Wrote: He couldn't use the forts in our culture, could he? Did I miss the knight last turn?
WTF?

Ha ha! Poor Pindiscooter. That really was a genius move by Commodore. He is the Napoleon of Realms Beyond!

I almost feel sorry for the other players in this game, not being able to read about the continuing saga of the most epic, gruelling, war I've ever read on this site. I'm so happy that both sides are reporting it so well, and I'm floored by how tenacious they've both shown themselves to be. The Gazglum Award for great civving goes jointly to the Zulu and the Genericans.
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Taking nothing away from Commodore's great reporting and tactical arts, Generica is only great because Zulu let them be. Zulu's civving is really 2 chapters in this game:

Chapter 1: Zulu doesn't have single-minded determination to survive, because they're trying to win
Chapter 2: Zulu doesn't care about winning, they're single-minded survivors.

The first chapter was not nearly as inspired as the second.
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The best thing is you can just barely see the Morale promotion under the event log. And chalk me down as spotting the possibility of Morale the moment I saw that unit!
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(June 11th, 2013, 00:32)pindicator Wrote: Look, that knight came from the SW. It's got 3 moves, it's from a GG, it's not amphibiouis, it's not commando, it's just a 3-move knight. There was no knight on my land last turn. HOW THE FUCK DOES A KNIGHT GET ON LAND AND ATTACK IN ONE TURN?

So how many regoarrarrs of frustration is this?
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.8 maybe?
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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