October 14th, 2015, 17:59
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While I'm at it, I don't think the lumbermill defense malus is working properly. At least I think I saw a xbow getting +50% def on one.
Completed: RB Demogame - Gillette, PBEM46, Pitboss 13, Pitboss 18, Pitboss 30, Pitboss 31, Pitboss 38, Pitboss 42, Pitboss 46, Pitboss 52 (Pindicator's game), Pitboss 57
In progress: Rimworld
October 14th, 2015, 18:30
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Bah, fuck lumber mills.
Current games (All): RtR: PB80 Civ 6: PBEM23
Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71. FFH games: PBEMVII, PBEMXII. Civ 6: PBEM22 Games ded lurked: PB18
October 15th, 2015, 03:09
(This post was last modified: October 15th, 2015, 03:09 by Old Harry.)
Posts: 8,784
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Might get splinters.
Completed: RB Demogame - Gillette, PBEM46, Pitboss 13, Pitboss 18, Pitboss 30, Pitboss 31, Pitboss 38, Pitboss 42, Pitboss 46, Pitboss 52 (Pindicator's game), Pitboss 57
In progress: Rimworld
October 22nd, 2015, 09:30
Posts: 6,126
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Joined: Apr 2006
I asked this in the wrong thread. It probably should go here ...
(October 22nd, 2015, 06:18)Ruff_Hi Wrote: Is it possible to add requirements to map trading such as having to have OB or active resource trades for X turns.
I have finally decided to put down some cash and register a website. It is www.ruffhi.com. Now I remain free to move the hosting options without having to change the name of the site.
(October 22nd, 2014, 10:52)Caledorn Wrote: And ruff is officially banned from playing in my games as a reward for ruining my big surprise by posting silly and correct theories in the PB18 tech thread.
October 22nd, 2015, 13:10
Posts: 23,378
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Joined: Jun 2009
You could probably code anything. Question is if it's healthy.
No barbs has map trading disabled, which is there to make people expend resources on scouting. The map trading beyond that...I was working on a change to the barb spawn times to make scouting far away from your start position not viable per se, but to make it that scout units weren't barb bait by T25. That'd probably meran that map trading could be put back to Civil Service (rather than Paper).
Current games (All): RtR: PB80 Civ 6: PBEM23
Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71. FFH games: PBEMVII, PBEMXII. Civ 6: PBEM22 Games ded lurked: PB18
October 22nd, 2015, 17:37
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(October 22nd, 2015, 13:10)Krill Wrote: You could probably code anything. Question is if it's healthy.
No barbs has map trading disabled, which is there to make people expend resources on scouting. The map trading beyond that...I was working on a change to the barb spawn times to make scouting far away from your start position not viable per se, but to make it that scout units weren't barb bait by T25. That'd probably meran that map trading could be put back to Civil Service (rather than Paper). Why don't you want scouting far away from the start position to be viable? The increased focus on KTB means that assuming a pangaea/large continent, you want to use the initial scout to make as many far-away contacts as possible before borders close.
October 23rd, 2015, 15:38
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I think he means he doesn't want it to be as viable to have your initial scout cruise around for an eternity because of super-weak (vs scouts) animals. Animals were buffed in the last version of RtR, remember.
October 23rd, 2015, 17:39
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Joined: Jun 2009
At the same time scouts need to be worth building. It's actually a complex problem given that scouting is one of the 4 X's.
Current games (All): RtR: PB80 Civ 6: PBEM23
Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71. FFH games: PBEMVII, PBEMXII. Civ 6: PBEM22 Games ded lurked: PB18
October 23rd, 2015, 18:12
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What about leaving scouts as they are and allow explorers to ignore open borders kinda like caravels or great merchants? No one ever builds explorers, but if they were useful for... exploring, maybe somebody would? Obviously they'd need to be prevented from squatting on rival players' resource tiles, but if they could walk through rival territory without open borders without inciting the rival to kill them because they're blocking use of tiles, maybe that would be a good reason to build explorers. If the rival really didn't want to be explored they could resort to declaring war to kill the explorer, but if they were OK with exploration without wanting OBs for trade routes that would be a new possibility.
October 24th, 2015, 04:59
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Joined: Jun 2009
Sounds like a good idea.
Current games (All): RtR: PB80 Civ 6: PBEM23
Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71. FFH games: PBEMVII, PBEMXII. Civ 6: PBEM22 Games ded lurked: PB18
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