November 28th, 2014, 14:13
(This post was last modified: November 28th, 2014, 14:20 by Kredom.)
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(November 28th, 2014, 14:01)Bobchillingworth Wrote: It sounds like you guys might be close to having a final determination on all of the settings I need to make the map?
If someone could please tell me which of the following have a consensus (at least 4 votes for or against) I'd appreciate it:
* Map mirrored?
* Map script? (sounds like most people want a modified Inland Sea?)
* Pre-gen or hand-drawn (the latter will obviously take more time) ?
* Game speed? (I personally strongly recommend quick- teammates already significantly increase tech costs in EitB)
* Era?
* Any other starting settings I forgot to list.
I also need the player civ picks if you all are ready to send them. A player order would also be greatly appreciated, since that means I won't need to fiddle around editing the WB file in Notepad to reorder everyone.
Thanks!
mapmakers choice for everything :P
Mirrored: mapmakers choice (balanced is what we need)
Map script: mapmakers choice (balanced is what we need, Inland Sea as a suggestion, only if you feel like it)
Pre-gen or hand-drawn: mapmakers choice (balanced is what we need)
Game speed: quick (i was almost the only one that wanted normal, and now i want quick)
Era?: i think we will start from the beginning... no fast start (but not sure about this one)
Civs: each team can send you the list of civ each player wants, and you can tell us if any1 needs to repick its choice.
November 28th, 2014, 14:21
Bobchillingworth
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Sure, please just send your picks as a team. Are you all allowing duplicate leaders or civs? If not, send a few alternate options, either full rosters or different picks in order of preference for each player.
November 28th, 2014, 14:25
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ok each team should pm bob with 2 or 3 civs/leaders option for the team, and bob will answer with the final pick.
November 28th, 2014, 15:19
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I thought we allowed duplicates? In that case there's no reason to give more than 1 civ + leader per player so total of 3 picks per team.
November 28th, 2014, 15:51
(This post was last modified: November 28th, 2014, 15:54 by Kragroth.)
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* Map mirrored?: No
* Map script: Modify Team Battleground Top vs Bottom. Make a large portion of the middle to be sea instead and allow land attacks from the left or right sides of the inland sea. Inland sea does not make teams start together so Team Battleground Top vs. Bottom may be easier
* Pre-gen or hand-drawn (the latter will obviously take more time): Pregen start then modify a bit by hand
* Game speed? (I personally strongly recommend quick- teammates already significantly increase tech costs in EitB): Quick has already won the majority vote
* Era? : Thaw all the way. The entire assumption up to this point has been Thaw. If not thaw then we need to rethink everything.
As a note the above are my and Eclipses votes.
As another note, once you verify that thaw is the starting era we will submit our team members in order of which team members should be placed first. When you create the game you alternate team members in order: Team 1, Team 2, Team 1, Team 2, etc. so that the turn disparity is lessened.
November 28th, 2014, 15:56
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(November 28th, 2014, 14:21)Bobchillingworth Wrote: Sure, please just send your picks as a team. Are you all allowing duplicate leaders or civs? If not, send a few alternate options, either full rosters or different picks in order of preference for each player.
Bob, yes there are no duplicates within a team but different teams can have the same civ as an enemy team.
The final tallies were over here
Reference them for the game settings when you make the map and double check too. I'd hate for you to make a map and then we have to restart.
November 28th, 2014, 16:37
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(November 28th, 2014, 15:19)Aurorarcher Wrote: I thought we allowed duplicates? In that case there's no reason to give more than 1 civ + leader per player so total of 3 picks per team.
This.
Consensus is pretty strong for an Inland Sea mapscript, non-mirrored but modified for balance, with teamates placed together on one side of the map, with the sea not so large as to dominate the map and having avenues on either side for attack, but large enough as to be an option for attack, and with islands placed within to fight over. No huts/lairs has won out, so you can assume a desire for a natural map with minimal flavor. Features are at your discretion. Map size has been under-responded to, but those that have have mentioned being slightly under the standard land area per player from normal (with normal being ~200 tiles per player last time I map-made). Thaw era, quick speed, some preferance expressed for high difficulty (Emperor-Immortal) but mostly left up to you. In general, most of this is left up to you as mapmaker fiat, just preferences to keep in mind.
Ignore Kragroth's dictating as to how to form the map. You're a trusted mapmaker who has done this in the past, we trust your decision-making more then to need to teach you how to do your job.
Thanks a ton for doing this!
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
November 28th, 2014, 17:07
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(November 28th, 2014, 15:51)Kragroth Wrote: As another note, once you verify that thaw is the starting era we will submit our team members in order of which team members should be placed first. When you create the game you alternate team members in order: Team 1, Team 2, Team 1, Team 2, etc. so that the turn disparity is lessened.
This is one of the most ridiculous things I have heard. No, just no. ![banghead banghead](https://www.realmsbeyond.net/forums/images/smilies/banghead.gif)
This is a team game, and as such we want teams that work together, and communicate and all of that. Therefore, obviously we want all of team 1 playing and then all of team 2 playing after. If not then a) all the work we did choosing timezones so that teammates can play together will actively slow down the game and b) we'll be faced with the most bizarre combat setups ever. Your first player collaterals, then the enemy get a chance to retreat a third of their units, then the next player moves in, and so on. This is a fucking hilariously bad idea. Like, I would seriously drop out of the game, even after all the stuff we've already done, if we actually ended up organizing it like this because a) the game would almost certainly slow to a grinding halt within the two months or so, and even if it did get to any decent stage the combat would be so fucked up as to make it not worth the effort.
More generally Kragroth, please stop dictating settings and setups to us. If I may don my elitist hat for a moment: you have never played a game on RB before, and I seriously doubt you've followed one. You first played the mod we will be using less then two weeks ago. Now, I like to think of this forum and myself as being very inviting to newcomers, and I certainly would love to play this game with you and welcome your input at all levels - into the mod, into how we play ffh here, and into the settings. But what I do not welcome, is the way you feel that you know far more about how games in general, the mod, and this game in particular should be set up and run. Maybe it's just a communication problem, but you can understand how that attitude can seriously piss people off. Kindly understand that there are other opinions from your own, and that they may well know more about this issue then yourself.
An example is the events setting, where you immediately assumed that it had no relevance to the game, despite there being a note about it in the hover-text and being repeatedly assured as to it by me. When I did point out some examples of things that were broken by turning events off, your immediate reaction was to try to dictate that we alter what people could choose to ignore this, and when Dave and I went covedigging and showed just how integral events were to the game you finally relented, but insulted Kael's coding. Here, you made an assumption about something, and ignored the reactions of those who know the mod better then you, and then proceeded to insult setup of the mod because it wasn't built around your needs. And your comments since have only become more abrasive and insulting.
I don't expect much, but please, have some respect for those with more experience on these matters then you, and stop demanding settings but instead propose them.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
November 28th, 2014, 18:59
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Hey Q,
Take a chill pill man. This is the Internet: intent and tone are often misunderstood here. Nothing I've posted was meant to be taken in any abrasive way towards you. If talked to you in person you'd have been fine. Save the insults for the field of battle
As far as settings they've been tallied here. Those are the votes on how the game is to be set up including the map features. My vote counts as much as anyone else's.
Regarding turn order, alternating allows a little more leeway for defense. The game favors attacking a lot already, I figure it would help to have a setting to aid defense a little. Feel free to feel and vote otherwise.
November 28th, 2014, 19:36
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We do need to verify we're choosing thaw or something else.
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