February 5th, 2015, 14:44
Posts: 915
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(February 5th, 2015, 14:27)Qgqqqqq Wrote: Keelyn is out and out broken in the base game. The Clan are not.
Banning bronzeworking and up (obviously) has massive consequences, but especially of note is the boost it gives to the Mercurians and Infernal, the nerf to Paladins/Eidolons/other units that require iron (which includes most naval units) and, of course the massive nerf to all civs with a melee emphasis (Lanun, Sheaim, Luchuirp, Clan, Calabim, Bannor, and so on.).
And that's not to mention more mundane concerns, such as the inability to chop down jungle.
That's what Fire 1 is for!
February 5th, 2015, 15:04
Posts: 10,038
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You're joking, right?
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
February 5th, 2015, 15:12
Posts: 7,612
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(February 5th, 2015, 15:04)Qgqqqqq Wrote: You're joking, right?
I had him pegged as joking about banning Bronzeworking...
February 5th, 2015, 15:32
Posts: 10,038
Threads: 82
Joined: May 2012
Well, I'm not very good at reading tones, honestly. Sorry if I've misread this.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
February 5th, 2015, 15:44
Posts: 915
Threads: 30
Joined: Nov 2014
(February 5th, 2015, 15:32)Qgqqqqq Wrote: Well, I'm not very good at reading tones, honestly. Sorry if I've misread this.
No problem. I'll say though that there is little competition for the hammers and ease of getting a copper axeman. The bias toward the metal line is quite heavy.
February 5th, 2015, 15:52
Bobchillingworth
Unregistered
That's true for the most part, although I think that's a natural outgrowth of melee units being spammable "generalists", while most other unit lines are specialized more in various areas (and often pay a bit more for it).
So, I guess I'm still making this map. I'm not sure who is taking the lead on organizing this game, but please vote on and then send me final map settings once you're ready, the sooner the better.
Please don't ask me to use the standard Erebus map script and deliver a balanced map, it ain't happening.
February 5th, 2015, 16:04
Posts: 915
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Joined: Nov 2014
(February 5th, 2015, 15:52)Bobchillingworth Wrote: That's true for the most part, although I think that's a natural outgrowth of melee units being spammable "generalists", while most other unit lines are specialized more in various areas (and often pay a bit more for it).
So, I guess I'm still making this map. I'm not sure who is taking the lead on organizing this game, but please vote on and then send me final map settings once you're ready, the sooner the better.
Please don't ask me to use the standard Erebus map script and deliver a balanced map, it ain't happening.
This game is raging barbs barbarian world huts lairs double events resources and the like on an Erebus based mapscript. This game is advertised as being unbalanced.
I can submit my civ picks when everyone else is ready.
February 5th, 2015, 16:24
Bobchillingworth
Unregistered
Kragroth, I mean no offense, but you didn't propose this game and one or two people have joined since I last asked for settings. I would feel more comfortable if there was some sort of vote or obvious consensus before I lock in any settings.
Sending me picks now is preferable though, so yes please go ahead and do that as soon as everyone feels they have enough information to decide. I'll also need a player order.
February 5th, 2015, 19:40
Posts: 4,421
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I guess I could say I'm interested in "a game" but I'll have to look into what these settings actually are ...
everyone starting out with 1 or 2 great sages would be nice I suppose ... and, perhaps not this game, but having a HELD longbowman/crossbowman in each Player's starting square might be interesting.
February 5th, 2015, 21:27
Posts: 915
Threads: 30
Joined: Nov 2014
I'd rather us start at a higher era than start with extra sages or units. I'm in favor of starting on the thaw age
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