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New EitB PBEM

I'm waiting for feedback in the map-maker thread (and confirmation of the settings Coldrain posted and threads to eventually post starting screenies in) but one more question on the mod: Apparently there's a one-line fix in one of the xml files that would enable the detailed combat log (like the one in BtS) that doesn't show up in FfH, per TBS here. Is that something we want to include in the mod for this game (and maybe going forward)?
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The reason it's turned off is because it slows down the game. I don't feel strongly if you want to turn it on - other modmods have it as an option.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.

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(April 9th, 2024, 02:54)RefSteel Wrote: I'm waiting for feedback in the map-maker thread (and confirmation of the settings Coldrain posted and threads to eventually post starting screenies in) but one more question on the mod:  Apparently there's a one-line fix in one of the xml files that would enable the detailed combat log (like the one in BtS) that doesn't show up in FfH, per TBS here.  Is that something we want to include in the mod for this game (and maybe going forward)?

+1 for detailed combat log, definitely would be nice to have.
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I don't have a strong opinion on the detailed combat log. If the only down side is slower combat calculations later in the game, then I guess I'm ok with it. Or where there other reasons for removing it?

Reminder to players: I'll assume that the final game settings I proposed a few posts earlier are fine if there are no further comments or requests. In that case, RefSteel + Q can finalize the starts relatively soon?
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From what I remember reading in the forums, the combat log was removed because it was causing CPUs to overheat. This was ~16 years ago so Moore's law says today's chips should be 256 times more powerful than the ones from that era. I wouldn't expect any reasonably up to date system to have a problem.

I would also imagine the overheating problems occurred in the late game against AIs, where you could have literally hundreds of battles in a row during AI turns. That sort of battle of huge armies is much less likely to come up in multiplayer.
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How's the map-making going? Is more feedback needed before starts can be posted to player threads? Just wanting to check that things are progressing, ofcourse take the time to do balancing as needed and wait for comments. Game settings seem fine as there hasn't been any further comments from players.
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I just posted an updates set of start images in the map & lurker thread, hoping for more of a response than to the first drafts. But I definitely can't post anything to player threads that don't exist, and you and Auro are the only ones who've started threads here! I'm also reluctant to take silent as assent on settings when most of the players haven't even checked in. As for balancing the map though ... well, like the last game, I'll try to make sure this one's fun to play around on and explore, but I make no promises at all about balance. If I have the faintest idea of how to balance for FfH, that idea is a sneaking suspicion that maps can never be truly balanced for FfH! (I'll try to reach a point where the map won't play a bigger factor than somebody randomly getting Calendar for free on T3 because of a lucky die roll, but we'll see!)
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I'm creating the startpost for my thread right know.
Coldrain, could you edit the actual settings in the first post ?
So it's a bit easier to find them.

I have no complains in any form. I'm happy playing this in any way.
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I edited in the map-making guidelines (locked in) and proposed game settings (open to comments) to the first post of this thread so they can be found more easily. Players, please confirm if those are fine with you. Game settings as of now:
  • AI diplo
  • Quick speed
  • Emperor difficulty
  • No tech trading
  • No vassal states
  • No espionage
  • No Acheron
  • No Orthus
  • Wildlands
  • Living world
  • Tribal huts: no
  • Lairs, barrows, graveyards, etc: yes
  • Mana nodes: two guaranteed sources in starting area (previous game had one)
  • Normal settler at start (no bonus vision or movement)

About balancing the map: Don't worry too much RefSteel, the only way to balance completely is to have a mirrored map but we didn't request such. Previous map was balanced very well, except maybe Aurorarched had the easiest access to the best expansion location of the map (double gems + rice + Pyre). I think Q wrote up a good guideline for map balancing in the EitB LVI setup thread, I can copy it here. And Q + Tarkeel + lurkers can give feedback to your map draft too.
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I'm still unspoiled and could ded-lurk someone. I think this is xist10's first game, so I think he should have first option. I'm English-only, so I'm unsure if there would be a language barrier.
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