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I think we should split up this thread. Currently I'm getting for PBEM:
- Me
- Yell0w
- Kredom
- Parkin
- Auroracher
Which seems a good number for the game setup to start.
For the Pitboss:
- Parkin
- Molach
- Kredom
- Auroracher
- Ichabod
- Sian (?)
Which is also just about as many as needed/wanted - 5 good civs without Mercurians (if Sian was wanting to play/someone else signs up, then I'm pretty sure it wouldn't be more then the work of a moment to fix the Mecurian's scout/warrior issues, and I'm sure Bob would have fun imprisoning Basium somewhere on the map ).
So shall we start two new threads for simplicity's sake?
(Because I don't have a lot of time and I want to focus my RB time on coding/bugfixing EitB, could someone else take the lead in setting up the PBEM - Yell0w? I think Parkin deserves the honor for the Pitboss )
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
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plz if any1 creates the new threads, link them here.
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(June 11th, 2014, 08:41)Kredom Wrote: plz if any1 creates the new threads, link them here.
What generally happens is that this thread will be moved to the correct sub forum when it is created, with a link on the general discussion page to it (marked "moved to"), to be used as the general discussion/technical issues thread. And then if you want to set up a thread of your own, you just do so in that sub forum (contact the admins, BrickAstley is a good choice, if you don't yet qualify for setting up your own threads).
Travelling on a mote of dust, suspended in a sunbeam.
Bobchillingworth
Unregistered
Pitboss is unaffected, but I'm going to have to forgo making a map for the PBEM- I had volunteered to dedlurk / play a few weeks of turns for Qg, and totally failed to realize this was the game I'd be subbing for him in. Obviously it's too much of a conflict of interest to do both, and I had accepted Qg's request for help first.
June 11th, 2014, 18:25
(This post was last modified: June 18th, 2014, 11:38 by Lord Parkin.)
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Sorry to say, but I might have to pass on these games right now so I don't overload myself. Being the new roaming sub in Pitboss 18 is enjoyable, but takes up time, and will only take more time as the game goes on. I'd rather dedicate myself properly to two games than do a poor job in four.
(On the plus side, I may have found my calling as an omniscient hydra. People actually applaud me for playing clock games.)
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I was directed here, but I just tried out a SP game with the newest EitB mod, and around turn 80 I had 3 Minotaurs (8/11) rush my capital and I had Warriors to defend with. I know barbs are brutal, but uh, is that usual? I thought the stronger barbarians usually stayed out of your territory unless provoked. (I realize this might not be the right place to bring this up, but hey, it's here.)
I'm just doing my best out here.
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That doesn't sound usual at all to me; I assume you're talking about Q's v10? I know he was working on Sheaim unique units including Minotaurs and he may have accidentally introduced a bug that lets barbs have them.
EitB 25 - Perpentach
Occasional mapmaker
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Yeah, it was Q's v10. I saw there had been a bug with Minotaurs, but that had been listed as fixed, but taking a second look, it was a different issue.
I'm just doing my best out here.
June 19th, 2014, 03:09
(This post was last modified: June 19th, 2014, 03:42 by Qgqqqqq.)
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Is this with the updated units xml? ( http://realmsbeyond.net/forums/showthrea...#pid483873)
Because that issue (to wax lyrically about the way things are handled in the game for a second) is far more wide-spread then I bothered to mention, although it *SHOULD* be solved. This is because a lot of the things handled, from AI starting units to barbarian city defenders, that spawn rather then are built are handled not based on specific units, but rather on UNIT_AI's. Thus, because Minotaurs have UNITAI_CITY_DEFENSE (or whatever the actual name is), without a civilization or tech requirement, (and have a higher unit tier then the alternatives) they are automatically spawned as the required units in the place of the archers called for barb cities, or the warriors called for the AI at game start. What I did, which should have fixed the problem, was to give each unit the appropriate tech AS WELL as building requirement. This does mean that if we have barb cities spawn after the barbs have gained Pass through the Ether then they will spawn with Minotaurs, but I don't care enough to compensate for this.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
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V10 is now out, which has no known gameplay issues. You can find it here.
This means these games should be able to go forward, and I am interested to play a pbem. I have started a thread here.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
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