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Pitboss 11 Organizing Thread

Mero, feel free. I figured just script editing was no big deal either way.
If only you and me and dead people know hex, then only deaf people know hex.

I write RPG adventures, and blog about it, check it out.
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Huge is defaulted to 11, true, but it provides a disproportionate amount of tiles per person than other map sizes.
Maps like that are generally less fun then those with less room, which is why large was chosen in Pitboss 8.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.

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(May 7th, 2013, 20:45)Qgqqqqq Wrote: Huge is defaulted to 11, true, but it provides a disproportionate amount of tiles per person than other map sizes.
Maps like that are generally less fun then those with less room, which is why large was chosen in Pitboss 8.

Hmm. I did not know that. Large would be fine, then.
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♫My lebensraum brings all the invaders to the yard♫

I just realized an important issue: what difficulty are we playing on? That affects player costs and caps even when there's no AI around, right?
Playing: PB11
(March 3rd, 2012, 21:07)antisocialmunky Wrote: Civilization Economics: You have 1 Cow. You build some pastures around it to feed your people. The population grows uncontrollably. You enslave everybody and work half of them to death.
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(May 7th, 2013, 20:43)Commodore Wrote: Mero, feel free. I figured just script editing was no big deal either way.

You can make the map.
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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(May 7th, 2013, 20:49)Sisu Wrote: ♫My lebensraum brings all the invaders to the yard♫

I just realized an important issue: what difficulty are we playing on? That affects player costs and caps even when there's no AI around, right?

Yes, that is true.

How about Monarch?
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Monarch/cylindrical or Prince/torodial is a good setting to make ORG useful, but early expansion possible
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I was thinking Monarch/cylindrical, Large.
If only you and me and dead people know hex, then only deaf people know hex.

I write RPG adventures, and blog about it, check it out.
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I think Monarch/Cylindrical/Large sounds good.
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goodjob
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