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RBP8 IT and Tech Issues Thread

Yeah, not sure if changing things midstream is warranted.
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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Paused for Merohoc.
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(March 16th, 2013, 16:27)plako Wrote: Paused for Merohoc.
Yeah, saw this after logging in...so still paused.
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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(March 16th, 2013, 16:27)plako Wrote: Paused for Merohoc.

Didn't realize that we were holding the turn.
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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(March 16th, 2013, 20:13)Merovech Wrote:
(March 16th, 2013, 16:27)plako Wrote: Paused for Merohoc.
Didn't realize that we were holding the turn.
No rush, I realize you're not our regularly scheduled Arabian Caesar.
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

(March 16th, 2013, 21:11)Commodore Wrote:
(March 16th, 2013, 20:13)Merovech Wrote:
(March 16th, 2013, 16:27)plako Wrote: Paused for Merohoc.
Didn't realize that we were holding the turn.
No rush, I realize you're not our regularly scheduled Arabian Caesar.

Thanks. As soon as I get confirmation from ad hoc (or he gets free from his business), we'll play.
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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I unpaused to tinker with some stuff, then repaused before I logged off. still 5 hours left on the clock.
Please don't go. The drones need you. They look up to you.
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(March 16th, 2013, 23:50)Bigger Wrote: I unpaused to tinker with some stuff, then repaused before I logged off. still 5 hours left on the clock.

thanks guys, i'm back to play but need the game unpaused if someone can do it
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Unpaused (3 times...)
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I will have to travel from Tuesday, 26th till Wednesday, 27th. Leaving home 5 AM returning the next day at 11 PM. I am pretty certain that I will not be able to play my turn. I'm very sorry for this, but I would like to ask for a pause at that time as I can't leave a lurker all the instructions that would be necessary right now. I will try my best to somehow be able to play, but realistically I think the chance is below 10%.
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