Bigger Wrote:Besides that, its rather obvious and pointless to discuss - unless you think mattimeo is scum and don't believe his claim (which I don't think anybody does - at least I don't).
I don't trust his claim 100% (no one should) but this is right. There's all sorts of potential information to hand out to the wolves, and we're not likely to learn anything useful.
@novice. Post # 324, I think, where he talks about thestick's claim being testable; if he was a wolf, he would know thestick could test it, and withou weakening by using up a limited time use. Also, his votes. Of course, my later retort toBigger doesn't exactly make me look good, now that I've brought it up. All I know for sure is that I'm innocent.
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.
The later part of that post is partially directed at Rowain.
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.
Gaspar Wrote:Either we don't have a baner or the baner is an idiot. Looks like Zakalwe & novice really scared the scum - kill Zakalwe and very anti-town post restriction on novice. Suggest we look very hard at their suspects.
I dont baners recently have double guessed as wolves have not been brave enough to aim at the obvious targets. plus baner could have covered novice
Merovech Wrote:@novice. Post # 324, I think, where he talks about thestick's claim being testable; if he was a wolf, he would know thestick could test it, and withou weakening by using up a limited time use.
Hmm, I hadn't thought about the limited charge aspect as being about not weakening the power. I figured it was to make it look more like Mattimeo's claimed power, which was charge-limited as well.