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Fiddling While the World Burns or How to Tick Off Bob: EITB21 Lurker Thread

You didn't have to play out FFHPBEM 7 and see the sheer he'll that each turn was, the terror it causes to the soul.

Oh. Wait...
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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OMG TURN ON AUTOCAST! WARCRAFT 3!
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I didn't think this modmod had autocast ... (thought that was just Rife and Wildmana)
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It doesn't.
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NobleHelium Wrote:Ilios? No, he hasn't. That's a good point...if he captures Cauldron Lake he can hole all his units in there, pop Sanctuary, and be immune to counterattack. Hmmmmmmmm...

Looks like he didn't have too. HK and friends should be okay though; everything except Valin was more or less replaceable.

And yeah, that was an awesome few turns to lurk.
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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Merovech Wrote:Looks like he didn't have too. HK and friends should be okay though; everything except Valin was more or less replaceable.

And yeah, that was an awesome few turns to lurk.

Even if HK full retreats wouldn't plako still be in range to finish them off? Or maybe I'm looking at things wrong.
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Actually, I think you're right, though they might be able to reinforce the stack with enough expendables to save Chalid and Sphener, since they will barely ever defend. I didn't think about Plako for some reason.
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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Gaspar Wrote:Says you. :P

Sorry Gaspar, I didn't mean to reopen old wounds.
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HK seemed to be hopeful that Ilios and plako would turn on each other (and still is I believe), but I don't see why one would think this in the first place. Ignoring the fact that both players won't simply ignore HK/Mardoc having the dominant economic/military position, there's no tactical advantage of attacking each other right now. Illios tiger/priest stacks of doom can't out-maneuver plako's puppet spam and can't defend against elementals. Whatever advantages plako has is irrelevant. He can't initiate an offensive anyway because Ilios can just pop his worldspell any time he likes and I'm figuring he knows this since he seems to be aiming for a peaceful victory condition if possible. It doesn't make sense to attack Ilios and be unable to do anything for 15 turns when HK/Mardoc are right there, especially now that they're on the defensive.

Just seems like given the circumstances of the game and the nature of the opponents involved that a dogpile on HK/Mardoc was inevitable no matter what. And even that may not have been enough to crack that team if they also didn't have to deal with Bob and if plako/Ilios hadn't read them like a book these past few turns. And still despite even all this I think HK's pessimism regarding their chances this game is premature. I'll be interested to see how aggressive plako is in the following turns.

Ah well, enough half-baked analysis from me, all things considered this has been a very fun game to follow even if the whole Armageddon theme sort of fell flat on its face.
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Wonder how much effort Ellimist is putting into this. If this were his game and he had say 30% odds to kill Eurabatres with a wave of axemen, I'd expect him to go for it.
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