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Fair Fairy Faeryl's Fell Fair Folk Fare Fairly Fair

Such is life. My condolences to you as well.
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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Quote:Hey, who's up for a new game?

I was just about to bump Dave's thread now that Christmas is over ...

Btw, is it an EITB change to allow your explorer to move after exploring the lair? No C1 and the extra scout could possibly have made a difference.

And hard luck Bob. alright
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(December 30th, 2013, 21:05)Bobchillingworth Wrote: I do not apologize however for opening the dungeon, or advocating lairs.

In other words:

[Image: a02.gif]
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(December 31st, 2013, 07:28)The Black Sword Wrote: Btw, is it an EITB change to allow your explorer to move after exploring the lair? No C1 and the extra scout could possibly have made a difference.


Yeah, it's one of the better changes from Sareln's mod (along with all of the ones I suggested wink )



The Ogre situation might have actually been survivable- I could have let my scout get whacked, then used the extra time to build two warriors, and kept my other scout at home. The Ogre might have injured himself killing the first warrior enough for the other two units to finish it off. But for that to work, in addition to the Ogre taking sufficient damage killing the first scout, I-

A: Would have to had still been lucky on a couple combat rolls, with little margin for error.

B: Would have crippled myself completely going forward, even if I didn't die, and without even knowing if the Ogre was actually going to march on me.


Of course I could still win the battle for Geralt at like 2% odds or whatever pimp



Btw, nice gif Dave lol
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What the fuck is this, the Ogre of Damocles?





Great, now everyone is going to think I'm Chicken Little or something while I wait for this asshole to hurry up and attack tongue

Ugh, this also means I could have totally survived this attack if I had just gone warrior -> warrior -> warrior. Of course I had no reason to suspect he'd just stand around like a moron. And I'd still be totally screwed, just not, you know, dead.
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