November 24th, 2014, 15:38
Posts: 915
Threads: 30
Joined: Nov 2014
I'd be fine with Inland sea. Islands in the middle of it would be an extra bonus.
Victory Conditions: I'd say keep them all. Civs have to have an alternative to stalemate.
November 24th, 2014, 16:21
Posts: 10,094
Threads: 82
Joined: May 2012
Just one thing to bring up - I'll respond to everything else later - what do we want to do with teams having multiple Lesser Towers?
This isn't much of a problem, except with the Tower of Divination, which grants a free tech, and can be understandably incredibly powerful in a teamer, being used to slingshot oneself further up the tree then would be wanted.
I have been trying to change this - to make it so that there's only one permitted per team - but unfortunately this has run into technical difficulties.
Thus, I really think we should have a in-house rule to ban this, given that it is an unintended facet of the gameplay that, if I had better skill with modding, wouldn't even be available, and one that changes the gameplay quite dramatically.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
November 24th, 2014, 16:39
Posts: 915
Threads: 30
Joined: Nov 2014
Sigh,
If you want to make a gentleman's agreement not to do this that's fine.
November 24th, 2014, 16:41
Posts: 2,893
Threads: 10
Joined: Aug 2014
Could you not mod it so it is a team project, like the sdi defence in the base game?
November 24th, 2014, 17:11
Posts: 10,094
Threads: 82
Joined: May 2012
(November 24th, 2014, 16:41)ReallyEvilMuffin Wrote: Could you not mod it so it is a team project, like the sdi defence in the base game?
No, unfortunately.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
November 24th, 2014, 18:02
(This post was last modified: November 24th, 2014, 18:41 by Kragroth.)
Posts: 915
Threads: 30
Joined: Nov 2014
We should eliminate tower of mastery. It will be too easy.
Also, don't we have enough information to start? We're not getting responses to the questions in a timely manner. That tells me that we don't care enough as a whole and should just go with the majority.
November 24th, 2014, 22:52
(This post was last modified: November 25th, 2014, 07:05 by Kragroth.)
Posts: 915
Threads: 30
Joined: Nov 2014
Alright,
I've collated responses and votes so far from all of you. I could paste me excel here, but it would be ugly. I'll just suffice to list the results here:
Barbs: Yes. 2v2. Nominally a tie vote, but default is yes, so default wins.
Huts: No. 5v0
Lairs: No 4v0
Events: No 1v0
Victory Types: Conquest and Domination Only 2v1
Map: Inland Sea with Islands in the middle 3v0
Speed: Quick 2v1
Difficulty: Immortal 2v1
Always War: Yes 1v0
Orthus: No 2v1
Acheron: No 1v0
Raging Barbs: No 2v1
All Unique Features: No 1v1 Nominally a tie vote, but default is no.
Living World: No 1v1 Nominally a tie vote, but default is no
Tech Trading: No 1v0
Wildlands: Yes 3v1
Hallowed Ground: Yes 2v1
Tsunami: No 2v1
Compact Enforced: Yes 2v1
Stasis: Yes 1v0
Duplicate Civs: Yes 2v2. Nominally a tie vote, but default is yes. However, duplicates may only occur in enemy teams.
Ban Clan: No 3v1
Gifting Cities: No 4v0
The above are taken from people's votes I collated earlier in the thread. If you want to change your vote, please say so now or forever hold your peace. With this information, we should be able to create a balanced map.
FYI, I added my opinion to the mix: I don't want extra animals, all unique features, hallowed ground, compact enforced.
November 24th, 2014, 23:55
Posts: 10,094
Threads: 82
Joined: May 2012
Events being off breaks portions of the game. We're leaving them on.
I don't remember anyone voting on stasis or tsunami. Could you say who those votes are?
The main thing I think needs consensus is how we're picking leaders/civs.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
November 25th, 2014, 00:35
Bobchillingworth
Unregistered
Kragroth, I understand that you mean well, and your desire to get this game started quickly is commendable, but I think you may be getting ahead of yourself here. As mapmaker I cannot in good conscience implement settings which have only one vote as of an arbitrary deadline unilaterally declared by one player. I also do not understand why ties are being decided one way or another in favor of "defaults". For settings where you have a clear consensus, such as huts, no more work needs to be done. Telling me to ban Orthus on the basis of 2v1 votes however puts me in an awkward place, and I'd really rather not make a decision until I know what the majority of players want.
November 25th, 2014, 01:33
Posts: 915
Threads: 30
Joined: Nov 2014
(November 24th, 2014, 23:55)Qgqqqqq Wrote: Events being off breaks portions of the game. We're leaving them on.
I don't remember anyone voting on stasis or tsunami. Could you say who those votes are?
The main thing I think needs consensus is how we're picking leaders/civs.
Again, you're repeating what the default text says with no evidence. Events are not needed in the game AT ALL! THEY DO NOT BREAK ANYTHING! FFH WAS ORIGINALLY DESIGNED FOR CIV4 VANILLA WHICH HAD NO EVENTS!
This is why the armageddon counter, Orthus, and Acheron have their own settings. They work with events turned off.
You suggested no stasis. You and Kredom suggested no Tsunami. We have 4 votes on duplicates. 2 yes but opposite team only 2 no.
|