No I couldn't think of a witty title
Edit: For those viewing this later, the lack of images is because dropbox changed their functionality. This is a common problem across the fora.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
This is just posted here until the threads are moved.
Map is attatched, basically I took a lakes resource, increased water from 5->20%, hill from 27->40%, and then "walled off" some areas with hell terrain (burning sands, I think I'll add necrototems in the missing places though).
I then added features like ancient forests, dens, hell, city ruins, improvements and replaced all but one mana each with pre-edited mana.
I did have meta as well but I think I'll delete it.
Each site which was too close to another player has a hell area in between them, which will be used to de-power early rushs, but be overcome by water (spring) or spirit (courage) later on in the game - there is aways another path taken though.
As said in thread this WILL NOT be balanced and I haven't ever edited for balance, but those edits I have made will be balanced.
One question - I want to make those areas more valuable, is there a way to keep nightmares/sheut stone from turning back into their base?
(I know its possible - BCW did it in '16).
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
Ok so sian just PM'd me saying tasunke wasn't playing.
I then opened the save to have a look, and it turns out I hadn't just included a sixth player by accident, I'd also rolled with 7 players to start.
Attatched is new save.
Pics for combined starts:
Seeing as its supposed to be randomly rolled, what do people think about the nessecity of improving the (new) starts?
Im considering just copying terrain.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
I'd say don't mess with the starts too much. As long as they have a decent food resource around (irrigate wheat/corn being some of the best) things should go well.
Just be careful about placing people near gold. The P1 dbl gold might cause a serious econ runaway.
General rule of thumb: is there access to food? Is there access to strategic resources (mana, copper, etc)? Is anyone super close to special tiles (Odin's, Pool, Pyre)
There is pleanty of water for the lanun.
They're rather overpowered anyway. (in v09).
The problem is the map was rolled for 7 players with only 5 actually playing.
I've put tons of time into it so I'm not rerolling, and the fairest thing is to put them in the middle of their respective areas.
In which case, how should I balance?
Should I copy and paste original sites?
As for you last one, the only thing I have any intention on balancing is the mana, the rest I am letting go naturally. (I tell a lie - the spechuler and odins prison have been moved to be in the middle of the hell terrain bits, but nothing else.
All the gold is unedited - the sourthern gold is far enough away (plus they started at it anyway) that I have no intention of balancing, wehile the nourthern ones are split, so tbh I'm not sure how I will approach it.
I disagree though, gold is not nearly so massive in FFH as it is in bts as it requires a early diversion to crafting/mining - I'd rather have plains incense then plains-hill gold in my BFC.
Any comments on hell resources?
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
WB-placed resources shouldn't change back. Worst comes to worst, replace the underlying tiles with the equivalent hell terrain. Did not yet look at the map.
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.
You're wrong, it is a well documented issue, and I even experimented to check.
Nightmares would, after one turn, change into a random pasture resource.
I believe there are two delegate classes of hell terrain. the sort that's been spread from the infernal, and a cosmetic sort placeable in worlfbuolder
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
(February 7th, 2013, 03:54)Qgqqqqq Wrote: You're wrong, it is a well documented issue, and I even experimented to check.
Nightmares would, after one turn, change into a random pasture resource.
I believe there are two delegate classes of hell terrain. the sort that's been spread from the infernal, and a cosmetic sort placeable in worlfbuolder
Weird...
PBEM XXV Spoiler
the hell terrain that I placed in PBEM XXV didn't change back...at least, not during my 50 turn test...
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.