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RBP8 IT and Tech Issues Thread

(January 23rd, 2013, 23:28)plako Wrote: I don't like the idea of re-rolling the battles I've already done.

I think this is enough to confirm no reload.

I feel bad for Merohoc under the circumstances, but I don't think we have a choice.

In case it's not clear, don't feel rushed to end turns early. Our pace here has been fantastic and nobody seems to be gaming the clock (high-fives for that), so if somebody needs to use the whole clock every once in awhile, no problem at all IMO. Benefit of the doubt and all.
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(January 23rd, 2013, 23:33)scooter Wrote:
(January 23rd, 2013, 23:28)plako Wrote: I don't like the idea of re-rolling the battles I've already done.

I think this is enough to confirm no reload.

I feel bad for Merohoc under the circumstances, but I don't think we have a choice.

In case it's not clear, don't feel rushed to end turns early. Our pace here has been fantastic and nobody seems to be gaming the clock (high-fives for that), so if somebody needs to use the whole clock every once in awhile, no problem at all IMO. Benefit of the doubt and all.

or even a pause to get more team input, as long as you don't abuse it to much smile. if you aren't able to pause yourself just pipe up in here someone will do it for you.
Please don't go. The drones need you. They look up to you.
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okay guys, i'll play on then, should have been more proactive but thats my problem.
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Ok, play on it is!
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I am disapointed in this decision, since ad hoc went out of his way to avoid double moving plako, and that is what caused this problem in the first place, but I will acquiesce (also, I wasn't paying as much attention as I should have been to this game since I restarted working on the EitB XXV map and didn't step in to act and avoid the problem).
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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I've got a hint what was suggested and I think right call was made and reload is definately not needed. Allowing actions to be done out of order leads to side effects that I hope we won't see in this game e.g. team not ending their turn so that they can be acting both last in the ongoing turn and 1st in the next turn. Keeping it simple i.e. no out-of-turn actions is for the best.
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Yeah, it's imperfect, but I really appreciate the effort everyone makes to avoid double-moving. It sucks at times...first player loses the ability to reactively whip, second has to turn on auto-promote if he wants promos...but it's the best we can do in a simultaneous PB. Maybe in our threads or after the game we can spitball ideas on how to mod things for a bit more flexibility.
If only you and me and dead people know hex, then only deaf people know hex.

I write RPG adventures, and blog about it, check it out.
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I crashed trying to join, hope I didn't break it for the 20 people who were already in.
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(January 24th, 2013, 08:34)Azza Wrote: I crashed trying to join, hope I didn't break it for the 20 people who were already in.

Nope, it's still up.
If only you and me and dead people know hex, then only deaf people know hex.

I write RPG adventures, and blog about it, check it out.
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(January 24th, 2013, 08:05)Commodore Wrote: Yeah, it's imperfect, but I really appreciate the effort everyone makes to avoid double-moving. It sucks at times...first player loses the ability to reactively whip, second has to turn on auto-promote if he wants promos...but it's the best we can do in a simultaneous PB. Maybe in our threads or after the game we can spitball ideas on how to mod things for a bit more flexibility.

Uh...you can't do those things in a sequential game anyway. You're not losing the ability to do those things because you're not supposed to be able to do them.
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