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Bring out the War Machines! [SPOILER]

So 1 turn ago, Hidingkneel said "let's have a ceasefire!" to which i said "ok".

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That's it. I'm sending Lucian over to see where the elves lurk. I didn't want to enter an early war, but if Hidingkneel keeps harassing me like this, i'm left with no choice.
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In as few words as possible, HidingKneel is chasing my worker around, and i had to put him back into a city.

And popping two dungeons next turn, one next to my city. Hooray!
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Whoops. And why are you going the wrong way!?

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bang Did you just expose a new mana node on the desert in the middle of nowhere!?

Why couldn't this dungeons be interchanged or something...
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So, you know how i was talking about that extra axeman being equal to a tech, and how he was walking to Hidingkneel's capital to try and choke?

A spider ate my tech.
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Amelia Wrote:A spider ate my tech.

alright I just can't help but laugh at the way you phrased that.
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 opened the dungeon, again!

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.......... (P.S: The Dungeon refused to collapse, AGAIN!)

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O god what's this a skeleton a goblin and a scorpion o god now i can't open my dungeon banghead

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Big mean elves on the other side o god o god.... banghead

Wait. I'm being rushed. As the Doviello. bangbangbang
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So what's going on in wolfland?

Here's operation: Break out from evil Elf Scouts (BOFEES)

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4 warriors, a worker, and a settler are heading north towards a gold/corn site. Standing between them and the site are barbs, animals, and 2 Elfish scouts.
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Next situation: War time! In anger at those elves attacking us, several beastmen have volunteered to raid them. Along the way, they found an elf settlement. Will they succeed?

Edit: The other reason is that unit costs is starting to cost a lot, and i might as well send these 5 brave souls to die causing trouble to save expanses. One of them is mutated to stoneskin, i hope he'll be able to stop HidingKneel from attacking out.
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After reading through all the other threads, i've realized that the choke hurt far more than i thought. Most importantly, it stopped me exploring all the lairs / epic lairs sitting around. Seeing HK running away with a GP and someone else with a GB was terrible, especially since as a Doviello i did have the capability to explore and pop lairs.

Oh well, lesson learned. Aggresive Svart scouts are more dangerous than i thought.
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