November 26th, 2014, 13:14
Posts: 24
Threads: 0
Joined: Feb 2012
I would like officially state that because I am new to this mod I defer all decisions to Kragroth, his votes are my votes.
I do have one comment on entertainment. Everyone has some or many things they love about this game, for me the promotion system in particular the ability to promote units, if barbarians and/or lairs are disabled, promotions will be standard fare and this normal but I have discovered from an absurd amount of games I've played that only 2 have stood out and will never forget these games, and you guessed it, they hinged on promoted units that achieved levels above the average, just moving these units was like having another game in a game, very entertaining! If there is some way to emphasize promotions above the standard I'd be will to bet all players would enjoy it.
November 26th, 2014, 13:29
Posts: 298
Threads: 4
Joined: May 2014
(November 26th, 2014, 13:14)Eclipse Wrote: I would like officially state that because I am new to this mod I defer all decisions to Kragroth, his votes are my votes.
I do have one comment on entertainment. Everyone has some or many things they love about this game, for me the promotion system in particular the ability to promote units, if barbarians and/or lairs are disabled, promotions will be standard fare and this normal but I have discovered from an absurd amount of games I've played that only 2 have stood out and will never forget these games, and you guessed it, they hinged on promoted units that achieved levels above the average, just moving these units was like having another game in a game, very entertaining! If there is some way to emphasize promotions above the standard I'd be will to bet all players would enjoy it.
barbarians, are the way to fast promote (or vampires or adventures) units
November 26th, 2014, 13:36
Posts: 2,893
Threads: 10
Joined: Aug 2014
But barbs prevent human on human combat by damaging and killing units you send to harass them. Early combat can be very productive in a zero sum game where if you hurt the enemy more then you gain. Troop movement harassing workers and taking defensive positions require quite a lot of thinking and skill, as opposed to sitting a unit on a defensive site and letting barbs suicide onto them. Whilst you don't need units for barb defence the enemy might be trying to slip a quick built chariot equivalent unit to your back lines that you need to keep a sentry net up for. I like playing vs humans as they are unpredictable unlike barbs, and barbs lessen human interaction within the game.
And don't get me started on loosing a 95% on a barb attacking a warrior covering the first settler on a forest hill...
November 26th, 2014, 13:51
(This post was last modified: November 26th, 2014, 13:51 by Qgqqqqq.)
Posts: 10,093
Threads: 82
Joined: May 2012
I don't mind re: barbs, and with REM, Eclipse and Kragroth all wanting them off...they're off. So whilst this is an interesting discussion, it doesn't need to be happening.
There isn't anyway to implement that easily, Eclipse.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
November 26th, 2014, 13:57
Posts: 10,093
Threads: 82
Joined: May 2012
And Kragroth, you're starting to really piss me off. Whether or not people choose to pick a insane/adaptive leader should not be constrained by or affected by the settings. Three civs (out of 19) have adaptive leaders as their (all-but) only option, and two insane leaders are very strong candidates to be chosen for their respective civs. People may (or may not) choose to pick one of these leaders, but whether they have the option to do so, or even just their opinions of these, should not be altered in any way by the settings. Especially seeing as you are rushing to get these out the door!
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
November 26th, 2014, 14:04
Posts: 10,093
Threads: 82
Joined: May 2012
Barbs: No preference
Huts: No preference
Lairs: No preference
Events: On.
Victory Types: Conquest and Domination
Map: mapmakers choice (recommendations described earlier - this isn't something we really get to vote on, per se, instead we'll just send all the individual opinions in to Bob and he'll set it up to try and fulfill as many as possible)
Speed: Quick
Difficulty: Mapmakers pick (suggestion: Immortal)
Always War: Yes
Orthus: No
Acheron: No
Raging Barbs: No
All Unique Features: mapmakers choice
Living World: No
Tech Trading: Irrelevant (two teams)
Wildlands: Off
Hallowed Ground: On.
Tsunami: Allowed
Compact Enforced: On
Stasis: Allowed
Duplicate Civs: No
Ban Clan: Yes
Gifting Cities: Yes ( "on the first turn in your teams possession only.")
Infernals/basium: See compact enforced.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
November 26th, 2014, 14:21
Posts: 2,175
Threads: 27
Joined: Jun 2014
If more people want Events off can't we do it this way:
Once the civs are chosen by both teams we check if there's any insane/adaptive leaders picked; if so leave them on, but if no such leaders exist then turn them off? Wouldn't this be fair? I don't personally see a point with events in a duel game but I'm not too worried if we leave them on. I'm pretty sure we can decide on all settings and then change events either on/off depending on picked leaders. Makes sense right?
November 26th, 2014, 14:26
(This post was last modified: November 26th, 2014, 14:27 by Aurorarcher.)
Posts: 2,175
Threads: 27
Joined: Jun 2014
Barbs: No preference
Huts: No
Lairs: No
Events: On/off depending on the leaders picked (see previous post)
Victory Types: Conquest and Domination
Map: mapmakers choice (recommendations described earlier - this isn't something we really get to vote on, per se, instead we'll just send all the individual opinions in to Bob and he'll set it up to try and fulfill as many as possible)
Speed: Quick
Difficulty: Mapmakers pick (suggestion: Emperor/Immortal)
Always War: Yes
Orthus: No
Acheron: No
Raging Barbs: No
All Unique Features: mapmakers choice
Living World: No
Tech Trading: Off (it's AW)
Wildlands: Off
Hallowed Ground: No preference here
Tsunami: Allowed
Compact Enforced: On
Stasis: Allowed
Duplicate Civs: Allowed (but not in the same team)
Ban Clan: No
Gifting Cities: Yes ( "on the first turn in your teams possession only.")
Infernals/basium: Compact enforced (blocked).
November 26th, 2014, 15:14
(This post was last modified: November 26th, 2014, 15:19 by Kredom.)
Posts: 298
Threads: 4
Joined: May 2014
ok, didnt want to get to this... and it might even be considered childish but:
Events: off = me not playing...
turning events off might result on unintended bugs, and possible game problems we might discover late game.
So, choose the settings you like... ill play if the events are on.
if you decide it will be depending on the civs, let me know what civs will end up turning on the events, and ill choose one of them (probably balseraph)
if not, let me know, and ill start another thread with the game settings already defined.
Note: want the barbs off because u cant handle them... ok, now events are part of the core of eitb... i dont want them off.
November 26th, 2014, 15:56
Posts: 24
Threads: 0
Joined: Feb 2012
(November 26th, 2014, 13:51)Qgqqqqq Wrote: I don't mind re: barbs, and with REM, Eclipse and Kragroth all wanting them off...they're off. So whilst this is an interesting discussion, it doesn't need to be happening.
There isn't anyway to implement that easily, Eclipse.
I understand
|