scooter Wrote:Weird, I can actually access and see them, but the embedding doesn't work. Are you right-clicking on the images in your Dropbox and choosing "copy public link"? That's the way to get the correct URL.
Fixed! I copied one of yours and the only difference in the url was yours said dl instead of www so I changed that and it works now
Anyhow, I wanna hear why I've got it wrong... (And which thread it should be in too)
scooter Wrote:Originally Posted by draft to Trolls
Trolls,
Apologies for a slower response than you're accustomed too. Given that the game was down for the weekend, most of our team took a bit of a break for the weekend. We're back in action now though.
While I don't think we can seal it in ink/blood quite yet, we are generally in agreement with your proposals. We are going to try to do some dotmapping, but the neutral zone is a generally good idea, and we also like having the NAP. Our only minor hesitation is some lack of map knowledge that we'd like to correct, but we see no serious problems with your proposal. As for the NAP, you're wanting a 40 turn NAP and not a NAP up to T40 right? Just wanted to make sure we're talking about the same thing here.
Thanks,
Gillette
I don't think Darrell had consulted with anyone else - seemed like he was just putting an idea out to keep things ticking over, so maybe say "thinking an approx 40 turn NAP" instead of "wanting a 40 turn NAP". Otherwise I like it.
The message to Menagerie sounds good to me too, doesn't sound like they've got much help at the moment though so you could add something like "Don't feel you have to get back to us straight away - know it must be hectic for you at the minute, but we should work something out in the next ten turns or so." just to be sympathetic?
I'm fine with both messages. How about Grenadan Goliaths for an address?
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.
Sent both messages with Old Harry's modification and Merovech's intro name. I'll look into the dotmapping thing next, I was just taking a break since the game was in such a state of limbo.
scooter Wrote:Trolls annoyingly have 90 EPs on us. That's actually impressive that they've done that in 29 turns. I thought they had met Menagerie too? Anyways, if that number goes up (check next turn), we'll ring them up and try to get them to knock it off.
On August 24 Plako told Mackoti:
Plako chat Wrote:plako: btw. I Forget to allocate our EPs and I think reallocating them on replayed turn is not kosher so you'll get another patch of them
So, if they go up again next turn, we should definitely say something to them about it.
Edit: Maybe since they're up to play right now, we can even send them a return reply agreeing to the 40-turn NAP and reminding them to remove EP's from us.
Alright, maybe this game can finally get going again . Back to where we left off - our team likes the idea of the NAP. It's currently T30, so we're interested in accepting your NAP offer of 40 turns to be valid through T70 inclusive. Can we include these two provisions to go with the deal?
1) No placing cities in the "neutral zone" between us that Darrell suggested.
2) Directing EPs away from each other once graphs are obtained.
Thanks,
Gillette
It's a bit late here and I'm tired so this might be terrible. If someone wants to rewrite it to something non-terrible then go for it.
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.