(May 26th, 2013, 06:07)fluffyflyingpig Wrote: Can't collateral from a ship, cat had to disembark. Chu ko nus are special and don't count.
Well you can still attack with it and soften one of our units. Or even keep it on the boat rather than give us some free XP. Just seemed really odd and mis-clicky.
Pindicator - I'll be around in an hour or two if you will. I'll plan on playing then.
Obviously cats can attack from boats. They do not do collateral damage from boats.
In more relevant topics, I fully agree with the refusal of peace. While we're not in position to attack yet, we can't be in the position where he can attack us unhindered after the treaty expires. We should just keep the war going and any losses he suffers outside his territory will give him war weariness. Was that changed at all besides SoZ?
Anyway, last turn is last turn. A bit unlucky that we were attacked on a turn where we couldn't talk it through, so I shouldn't be getting on your case. Sorry about that. I'll be online for a bit, watching OSU try to wrap up a conference penant in baseball. Our pitcher is looking really good so far. (Edit: in the time it took me to write this post Washington State has started getting some hits...)
Oh, and I successfully netted clams yesterday!
Edit: WW was reduced in RBMod
And now i want to test collateral off a boat, but i thought i've been bit by that before: trying to attack off a boat with a cat and the game not letting me
(May 26th, 2013, 14:59)NobleHelium Wrote: Hmm, I stand corrected. You actually cannot attack off a boat with a catapult. Shocking, Qgqqqqq was correct.
Don't be an a**
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.