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RB Mod PBEM?

That's in the Program Files folder too! Avoid My Games' trap!
If only you and me and dead people know hex, then only deaf people know hex.

I write RPG adventures, and blog about it, check it out.
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(August 20th, 2013, 22:21)Commodore Wrote: That's in the Program Files folder too! Avoid My Games' trap!

I remembered that, thankfully.
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.
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Actually, maybe at most 26x52; no need to sprawl. THESE ARE THE HIGHLANDS!
If only you and me and dead people know hex, then only deaf people know hex.

I write RPG adventures, and blog about it, check it out.
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(August 20th, 2013, 22:20)Merovech Wrote:
(August 20th, 2013, 22:13)SevenSpirits Wrote: "Save as...". It's a map script, and needs to be saved into your Public Maps folder with your other scripts. Then it will show up in-game. (Start BTS after you put it there.)

Heh, I was confused because it said "Save link as..." I'd never seen that before. It worked, though.

You can also right-click on the file that was loaded in your browser and do "Save as..." there.
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Is there a link to the most recent changelog for RBMod?
fnord
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(August 21st, 2013, 07:41)Thoth Wrote: Is there a link to the most recent changelog for RBMod?

http://realmsbeyond.net/forums/showthread.php?tid=6198
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(August 20th, 2013, 20:02)Mardoc Wrote:
(August 20th, 2013, 11:04)Krill Wrote: someone to role a pick order.

Is this a general invitation to any lurker? Or do you prefer this be done by the mapmaker or after screenies are posted or some such?

If it's general, try this:
There were 7 items in your list. Here they are in random order:

Scooter
Serdoa
Pindicator
novice
Commodore
Thoth
Krill

Timestamp: 2013-08-21 00:59:27 UTC

If you had something else in mind, just ignore me.

Well I thought it would be best to not post the snakepick order until the starting screens were posted simply so we had longer to deal with any unexpected problems, but whatever.
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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(August 21st, 2013, 08:19)yuris125 Wrote:
(August 21st, 2013, 07:41)Thoth Wrote: Is there a link to the most recent changelog for RBMod?

http://realmsbeyond.net/forums/showthread.php?tid=6198

Thanks. smile
fnord
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How much do you guys want me to balance the non-cap regions?
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.
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I'll defer to Krill's opinion on that
Suffer Game Sicko
Dodo Tier Player
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