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New FFH/EITB PBEM?

If it would help, I can easily add secondary players/dedlurkers to the tracker forwarding. If real life stuff is making it difficult to play the turns in a reasonable time frame, it can help avoid delays if someone else is also getting the saves.


Edit- Got T67, thanks!
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FFH-20: Jonas Endain of the Clan of Embers
EITB Pitboss 1: Clan/Elohim/Calabim with Mardoc and Thoth



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Tomorrow's my departure for my vacation. If you play real quick, we might have one more turn before I go; otherwise I'll grab the next save sometime on the 30th.
EitB 25 - Perpentach
Occasional mapmaker

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Sounds good; enjoy the trip!
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Enjoy!
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Will take an extra day to play the save, sorry.
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(May 16th, 2013, 20:28)gtAngel Wrote: Will take an extra day to play the save, sorry.

lol Nice timing!

Anyway, I'm back, and the save should be moving again. I don't have any more away-from-civ plans anytime soon; hopefully we can resume our regularly scheduled one-a-day smile.
EitB 25 - Perpentach
Occasional mapmaker

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Okay, so, shortly prior to Mardoc going on vacation, I noticed a problem with this map. The "change all tiles to ocean" tool does not, in fact, change all tiles to ocean. Instead, it changes all tiles to coast. As I did not realize this at the time, vast tracts of should-be ocean tiles are actually coast tiles.

You guys basically have two options (I talked to T-Hawk, and any editing here would be incredibly difficult and tedious, if even possible): Play on as though this was intended or play as though those tiles were ocean tiles. Obviously, one can't change the commerce yield on these tiles, so feel free to have fun with that, but doing this would avoid sending boats into the open ocean until they normally would be able to do so. As the mapmaker, I would personally recommend the latter option.
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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My inclination is that we should play it as the mapmaker suggests. But I'm happy to go either way.
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Agreed, if it's not near land, treat it as ocean, even if the game disagrees.
EitB 25 - Perpentach
Occasional mapmaker

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That's fine with me. If it isn't adjacent to land, we consider it ocean.
Active in:
FFH-20: Jonas Endain of the Clan of Embers
EITB Pitboss 1: Clan/Elohim/Calabim with Mardoc and Thoth



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