(June 7th, 2013, 10:14)darrelljs Wrote: I wonder if they can do funny things with the mod by having another team in the war...
Darrell
we'll find out soon, we'll be in a 3 way war ourselves. im still nervous how this dumb mod is going to handle 6 different teams at war at once.
The programming logic to make it do the optimal thing is dead simple and actually easier than any stupid solution, so I'd be pretty surprised if it doesn't do that. (If you're in a war and nobody's ahead of you in war order who hasn't finished turn and you haven't finished turn, you can connect, else you can't. That even covers the declaration round perfectly without modification. Add bookkeeping for the turn timer and war ordering and you're done.)
@Cyneheard - That's not a phony war, that's the equivalent of phoning into work sick so you can play Portal 2 on launch day. Exploitive. Just like when we painted Krill as the bad guy as a cover story for the trade embargo against the Anglo French in PB3: Feed plausible information to a team with limited perception to gain an fair advantage.
Whether or not you think that is too underhanded boils down to why you think Civ4 has fog of war.
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OK guys, the Germans have ended their turn and we are up to play. Here's what we're going to do. I intend to declare war and play the turn tomorrow (June 8) at noon EST (17:00 GMT). I've set up a Livestream on Twitch that we can use, at the following location: http://www.twitch.tv/rbciv/
This is separate from my normal Livestream to keep things private. You can jump into the stream chat to provide feedback while playing the turn, I'll keep an eye on it while playing. In the meantime, here are the pictures of the front:
Looking forward to tomorrow, we're finally going to see some action.
(June 7th, 2013, 23:04)Sullla Wrote: OK guys, the Germans have ended their turn and we are up to play. Here's what we're going to do. I intend to declare war and play the turn tomorrow (June 8) at noon EST (17:00 GMT). I've set up a Livestream on Twitch that we can use, at the following location: http://www.twitch.tv/rbciv/
What a great idea.
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.