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Q Bakes an Evil Doom Muffin

T42:



Workers paving the way.

Scout shot got lost, uh. Still, didn't get vision - looks like we were on the outer edges of the of a Legends-shot, so might be a while.

A less cloudy overview of what we know of the map:





Settler on the wine tile.









Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.

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REM are u around?
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Yes i am. Sorry it's been a pretty busy week in work. I'll post with some thoughts this evening
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Right, I like the direction we are going. Even if they come at us with a lot of horses I think they will struggle to do much to us. We have an eco powerhouse and with education lots for workers to do.

First things - where to next? Masonry for warrens?

Where is the Clan third city going? I still favour 1N of the copper, it allows for a better dotmap, still early access to the copper and a good amount of resources second ring. But I do see the utility of getting the city up with the borrowed corn, I hate to waste a flood...

The northern sentries I think should move forwards slightly. They could possibly slip past us in that formation with 3 movers. There are 2 Jungle hills in the line 1E and another 2E which the 3 warriors could sit on for good def bonuses and a full scouting vision.

Not much to add to the south atm. Everything seems pretty in order there. I think that is their most likely attack path as the ground is more open in no mans land, but there are enough warriors top and bottom to cover either event.

I take it lanun is going settler next? Locking off that lake location would be a good move now I feel.

Also how soon is sailing on our radar? One ICTR would be worth +1commerce for all cities so will be really powerful. Plus we might be able to harrass them nicely as they are rather behind in tech now it seems.
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ok some report on this turn:

clan made the city on this location:



reasons:


this power graph shows our enemies are building a big army, so we need that city going as fast as it can.
1N of bronce would mean, 1 more movement turn, more roads to get the copper, and slow buildup.
those are the reasons i decided to build it there.

Lanun not much to report.

Kurios:



that city still has 0 production, so it was the same to build anything, and the trainning yard was one option.

meanwhile the troops are moving to the front line.
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Bob-I chat:

Bob:: Man, that Kragroth.
I do have to ask tho, did you modify your XML to restore the BTS-styled combat log?
Sent at 8:24 AM on Friday
me: Apparently, yeah
But I did it yonks ago
Like, last year pre-this game
I thought it was in the .ini before I went looking to make that post
Sent at 8:28 AM on Friday
me: It's an interface change, tho. Only done because the computer can't handle processing it in late-game SP
Bob:: Ah. That's an understandable mistake, but you really shouldn't go into MP games with your log modified to display information it otherwise wouldn't
renaming units to gain an information advantage is a long-established FFH tradition
me: ...I thought everyone did it :/
And the renaming people in like the pitboss just hadn't bothered to check
It doesn't actually give correct unit name, btw
It just lets you check via strength modifiers/etc.
Bob:: Err, no, I don't think anyone else modified their xml files or whatever
yeah, but like, not being able to check those modifiers is a part of FFH.
me: W/E
It's not something that's handled by the host
(in this case DaveV)
Bob:: what if someone ambushed one of your units with something invisible, like a giant spider? Log would reveal promos you wouldn't otherwise know it had, along with it's base strength to give away what the unit is
me: So I can turn it off at any time
Bob:: point is, don't modify the game to give yourself an information advantage
Kragroth he has a point
me: Yeah, I get that
I honestly thought it was in the .ini
I tracked it down ages ago when I got pissy at an enemy unit winning a combat I didn't think it should
(in SP)
Sent at 8:34 AM on Friday
me: Like I said, I'll turn it off
But IDGAF what Krag thinks
So you can tell him, or you can not
Sent at 8:35 AM on Friday

So yeah, I think I did make a mistake there. I'd stand by the statement, however, that it was irrelevant to this game - I think we've made it quite clear here that we've known they've been going up the Horse-rush route for a loooooong time, and the second I saw the kill in the log I just instantly lol'd that they'd tried that (seriously, a hunter? That's only a step more believable than Eurabates himself.)

Still, I've turned it off now, because Bob does have a point.

Anyway, this is the turn we "lost" whatever hyper-competitive professional fantasy Kragroth believed we were playing in. lol


@Kredom: looks good! Remember to settle cities before moving workers (in future) if you want said workers to take advantage of their roads, though.

As soon as the orcs get copper, btw, give it on to the Kuriotates (as in, after they'e equipped).
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.

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I've always considered combat log to be in the same category as things like flying camera scouting and go-to scouting. Grey area, things that really aren't the way the game's designed to work and I don't use - but you can't prove anything so it's not worth arguing over.
EitB 25 - Perpentach
Occasional mapmaker

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How does the combat log work? I remember seeing it in FFH XX, but I didn't do anything special to make it appear and I don't think I've seen it since.
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The combat log is normally turned off in FFH because of the high processing power it requires in late FFH-game turns. You can turn it back on in the PythonCallbackDefines file (Assets->XML), after which it shows up as per normal in BTS.

I can't think why it would be on in only one turn of a game (unless that version of EitB had it on by default?).
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.

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XX was vanilla FFH (played right before vanilla FFH fell out of fashion). I'm not sure if the combat log was there for one turn or for the whole game (I remember it mainly because that was how I learned that you get bonuses for fighting against barbs.)
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