You guys are missing the point...they are being funny and that message makes us look like clueless stick in the muds . I speak passable Spanish and my wife is Venezuelan...she is willing to proof read our messages.
(February 21st, 2013, 22:14)darrelljs Wrote: You guys are missing the point...they are being funny and that message makes us look like clueless stick in the muds . I speak passable Spanish and my wife is Venezuelan...she is willing to proof read our messages.
Darrell
I think this is more likely than "hey guys we just met, lets attack a civ that is much more developed and competent than we are!!!"
however a conversation in a language they can speak clearly in to be certain would be useful.
Please don't go. The drones need you. They look up to you.
(February 21st, 2013, 22:14)darrelljs Wrote: You guys are missing the point...they are being funny and that message makes us look like clueless stick in the muds . I speak passable Spanish and my wife is Venezuelan...she is willing to proof read our messages.
Darrell
I think this is more likely than "hey guys we just met, lets attack a civ that is much more developed and competent than we are!!!"
however a conversation in a language they can speak clearly in to be certain would be useful.
'K
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.
(February 21st, 2013, 22:48)scooter Wrote: Ok after re-reading for the 20th time it does read like a joke to me . I'm still not sure how to respond though.
You shouldnt. Let merovich or rego respond. You should stick to diplo with the teams that can speak intelligently in English :P.
just something along the lines of "CFC has been peaceful to us too. Perhaps it will be easier to get your message across in Spanish? I will be the new diplomat with your team since I can speak it fluently" <--- say that in Spanish
I don't see how they would be insulted by that - I would think they would be overjoyed not to have to use babelfish to talk to us.
Please don't go. The drones need you. They look up to you.
(February 21st, 2013, 22:53)Bigger Wrote: You shouldnt. Let merovich or rego respond. You should stick to diplo with the teams that can speak intelligently in English :P.
Unfortunately, we have a bit of trouble understanding your last few messages. Since we have a few members on our team that can speak Spanish, we thought we would try communicating with you guys that way. [Insert diplo message here].
Let the parties continue,
Team Realms Beyond"
In Spanish:
"Hola,
Desafortunadamente, tenemos unos pocos problemas cuando tratamos sus [vuestros*] mensajes recientes. Porque algunos de nuestros miembros hablan español, piensamos comunicar con ustedes [vosotros] en esa manera. [Insert diplo message here].
Ojalá que las fiestas sigan,
Team Realms Beyond"
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.
We should use "vuestros" and "vosotros" if we want to make the message informal and "sus" and "ustedes" if we want to make the message semi-formal.
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.