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Tech thread

(January 26th, 2025, 10:07)Thoth Wrote: I like the advanced start.  smile  To invest in early scouting or early blind expansion is an interesting choice to my way of thinking.

Anyone have access to Mjmd's settings vote sheet? Seems like that'd be good.
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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Here is most recent, but most of my games have it in tech thread. Should be able to copy paste if you have a google account (or copy although I'm not a google sheets expert). Or if you can't make it work let me know what you want voted on and I can make one really quick.

https://docs.google.com/spreadsheets/d/1...id=0#gid=0
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We need to agree the map script first, and what we are aiming for. I'm probably leaning more to totestra with no checks again, but I am also easily persuaded to try something else new. Once we have that I think we can work out everything else.
Current games (All): RtR: PB80 Civ 6: PBEM23

Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71. FFH games: PBEMVII, PBEMXII. Civ 6:  PBEM22 Games ded lurked: PB18
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Yeah, I figured map script is a vote item too.
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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If we want to play on a random map with 0 checks, we have to figure out a way around not having access to horses. Not having access to any 2-movers until tanks is too harsh

Not sure how easy this would be to mod, but the best idea I came up with is mounted units can be built in cities with stables, and stables give +2XP bonus to mounted units with access to horses. So with access to horses it's vanilla behaviour, but without horses there's at least an expensive workaround. Of course, the downside is that pillaging horses / capturing the horse city would be less valuable
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That needs fixing at a map script level rather than via the mod IMO.
Current games (All): RtR: PB80 Civ 6: PBEM23

Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71. FFH games: PBEMVII, PBEMXII. Civ 6:  PBEM22 Games ded lurked: PB18
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It's a clever idea though.

Totestra but checked for the three basic strats?
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.
Reply

(January 27th, 2025, 16:55)Commodore Wrote: It's a clever idea though.

Totestra but checked for the three basic strats?

I like this .  goodjob
fnord
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Does anyone know Python?

The code exists in most of the other scripts for balanced resources which ensures that "extra" start resources are placed within 6 tiles of every start. It was added to all of the scripts back in Warlords beta at my request, and iirc it was pretty straightforward to port it from the original script to all the other vanilla scripts.

Whilst I cannot code python, I don't see what is stopping the implementation of that code into Totestra by someone competent.

Or we just use a map checker.
Current games (All): RtR: PB80 Civ 6: PBEM23

Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71. FFH games: PBEMVII, PBEMXII. Civ 6:  PBEM22 Games ded lurked: PB18
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I'm happy to check maps, and also have played around with python some (even modifying the Tectonics script to create my "Tiltless Tectonics" script). I'm still a python novice, but can probably create a version of whatever mapscript you want that includes a balanced strat resources option similar to the one used for existing scripts.
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