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How to contribute to the game |
Posted by: kjn - February 21st, 2013, 09:53 - Forum: CFC Multi-Team Pitboss
- Replies (14)
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Thank you for your interest in Realms Beyond and the 2012 Inter Site Demo Game 2012. Here are some ways to contribute to Team Realms Beyond, as we drive our enemies culture before us, pillage their cottages, and listen to the lamentations of their lurkers:
Sandbox updater
The sandbox is the best way for most players in the team to get a real hands-on feel for the domestic development of Realms Beyond. Earlier, this was done ad hoc, and lately I've taken some responsibility for it. However, I'd like one person willing and able to step in and take over for most turns, so heavy C&D work doesn't impact the sandbox. I'm not sure how many people here fetch them regularly, but I really recommend a look through it now and again. By keeping an accurate sandbox, everyone involved in the game can get a better feel for our domestic development.
Requirements:
- Being able to log into the game
- Not being afraid of the worldbuilder
- Attention to detail
I'm available on Jabber (Gchat et c) most of the time and can guide you through the process and the way I go about it. Novice has already done all the heavy lifting in creating the initial sandbox, so even a WB novice like me can fix things easily with some imagination.
Micro plan proof reader/tester
Being someone who is willing to pore over micro plans - play through them, note if the numbers are correct, and check if there might be some small changes that can give some small benefits. All you need for that is the micro plan (on Google Docs) and the sandbox. This is one area where the more eyes we have, the better.
(I really wish we had a few people here with proof reader-style personality. I have some experience at it, though I'm not ideally suited to the task. And I have too much other stuff to do already.)
Summary and index maintainer
Continuing Pling's work with the summaries would be very helpful - I must often go back to earlier turns to check out stuff.
C&D dossiers
Help with updating the C&D dossiers. Quote the old dossier in a post in the C&D thread and make changes to it, and I (or a mod) can put it in the proper place in the dossiers thread.
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2v2v2v2 team pitboss anyone? |
Posted by: SevenSpirits - February 21st, 2013, 01:32 - Forum: Pitboss 10
- Replies (292)
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I'd like to play a 2v2v2v2 team pitboss game. 2v2v2v2, because it's different from what we usually do. Pitboss, because sequential team turns is a really good way to do team games. Both civs on a team can be logged in at once, and playing the turn together; but it's still a sequential turns game when it comes to interaction between the teams, so there are no timer shenanigans possible.
A good comparison game is pitboss 6. PB6 was 3v3v3v3 with a medieval start. It had issues because not all the teams worked out, but ended up being a great and interesting game anyway.
Here are settings/rules I am thinking of.
1) Ancient start. Not really negotiable. For this game I want to just throw one wrench into the machine, not several at once.
2) No talking with other teams - also not negotiable. Probably AW is best, though we can discuss this.
3) All teams having at least two players who could be considered "vets", and who are committed to the game even if other members of their team leave, and who want to play together. (Don't have to be super good or anything, just have a few games of experience.) I don't want to repeat the Team 4 disaster from PB6 with a bunch of flaky new players who disappear.
4) Suggested team size is 2-4 players. (More is allowed.)
5) Game "difficulty" should be high - probably Deity and no lower than Immortal. Why? Well the main effect of higher difficulty is to slow teching. In a game where teams have 2 players, tech rate is shared and costs are only increased by 50%. So team games make teching faster by 2/1.5, moreso than the high difficulty makes teching slower. (PB6 had a lower difficulty level, but it was appropriate there because they started in the medieval era, where techs cost more than 10x as much as starting techs.)
6) Banned: War Elephants, Spy missions, Nukes. We can discuss wonders if people want.
7) Map type: Lakes style map. Barely less water than is needed for circumnavigation to be available. Maybe 150 land tiles per player or so (so, 300 per team)? So for example a 48x48 torus could be appropriate. The PB6 map was excellent.
8) Civ/leader picks: however people want.
Interested? Please post here and also try to figure out who you might want to team with.
Teams:
Real Men of Genius 2.0
WarriorKnight
Shoot the Moon
oledavy
Brian Shanahan
HitHumanHydrasHohoho
HitAnyKey
TheHumanHydra
CFCJesterFool
Nakor
Serdoa
Lew Adores Mist
Lewwyn
Commodore
Ellimist
Scooter
BRickAstley
Pindicator
Smackdown
SevenSpirits
Mackoti
Ichabod
Not yet on a team, possibly interested:
Sian
Kjn
Qgqqqqq
Thoth
Bigger
Fintourist
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Imperium 35 ... Opens Monday?! |
Posted by: RefSteel - February 19th, 2013, 19:32 - Forum: Master of Orion
- Replies (1)
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So I'm planning to start a new Imperium on Monday in response to the recent resurgence in interest. Nothing's been actually finalized yet, but I have done some play-testing of a few different maps, and I'm confident that I'll have something ready by Monday even if no one else jumps in with something they've wanted to run for a long time.
I'm hoping for some feedback here on what level of challenge you're looking for (some of us may be rather rusty, or might be picking up the game for the first time) and anything else you want to say (if you want to - or can't stand to - play a specific race or variant, if you're hoping to play something specific from the Ideas for Imperium Games thread, etc.) - and of course I want to make sure that interest is still alive! So if you are interested in playing, please respond to the poll and/or reply to this thread.
Likewise, if you wanted to sponsor an Imperium and were working on playtesting or refining it, let me know, whether by PM, e-mail (see my user profile) ... or just posting to say so in this thread. Otherwise, we'll see what we get on Monday - I'm looking forward to the game!
[EDIT: Poll posted. I haven't voted for myself though because I don't want to skew the results.]
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So, how did the PitBoss work out? |
Posted by: Soren Johnson - February 14th, 2013, 22:34 - Forum: Civilization General Discussion
- Replies (75)
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Hi guys!
I just posted a question about PitBoss games over at weplayciv as they seem to have an active PB community. I figured I should ask the same questions here as I'm always curious how the RB community tweaks the base game.
Basically, I've been peaking around PB threads and CivStats to take a look at the games, but I wish I could actually observe them directly. I'm curious how the games are playing out in practice now that the game is mature. (It is hard to predict before release, of course.) I see games with a lot of players (18 is a common number). Are these team games? If not, how do the free-for-alls play out? Do you guys have standard "house rules" for PitBoss games? Is there a general shape to a PB game? What are the features you would love to see in a PitBoss 2?
thanks,
Soren
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