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New FFH/EITB PBEM?

Hmm. Giving one or two adventurers to each team sounds kind of fun ^_^

I guess, to balance things out, if a Grigori person joined in they could get a Wane or Two in addition (as otherwise the grig would be obsolete in such a set up)
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Seconded on a strong central AI btw.

Perhaps with the (Ragnarok) capital guarded with a demonic Crossbowman?

Assuming Noble - Prince - or Monarch AI ....

AI could start with 2 Great Merchants, 2 Great Sages, Prophecy of Ragnarok, Demonic Citizens, Warrens, Breeding pit, and 2 workers. As well as a Held Demonic Crossbowman on the Capital.

So you have a pre-placed capital (with a Held Defender), 2 extra workers, and other goodies (mainly unique building types) ... without having to even resort to an extra settler. But, if deemed appropriate, by all means give them an extra settler too.


( monarch AI at the highest to avoid those damned awful free promos, as well as to keep teh game from being too slow via penalties on the players)

I mean hell, I wouldn't mind having Noble AI even, as long as enough ECONOMIC bonuses were added (as well as perhaps two held demonic crossbowmen wink ... but yes, any AI lower than Emperor could be destined to have any number of juicy buffs :D


(so freakin tired of promo bonuses at high diff levels .. I'd rather mod in, or WB in, insane econ bonuses than have them get free promos any day of the week)

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Honestly? Consider this a volunteer to make the map if no one else wants to :D
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Mass PZs are really cheese though ... so maybe some limitation on the number of PZs they can build ... well hell, I know making a map means I can't mod the core game, but when there is a will there is a way damnit XD
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I may be interested in joining a game, but the current proposals don't seem very appealing to me.

In particular, I'd rather NOT play with any AIs, especially if they're boosted in any way. I've already done that (pbem27) and it had some unforseen/undesirable consequences.

Even if it's "just" the barbarians that are given superpowers, someone will figure out a way to weaponize them(FFH14).
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FFH-20: Jonas Endain of the Clan of Embers
EITB Pitboss 1: Clan/Elohim/Calabim with Mardoc and Thoth



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Hehehe, I remember FFH14.

What I don't know, however, is what happened in pbem 27. Did someone vassalize/ buddy-buddy with the superpowered AI?
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If a powerful AI is not desired in the next FFH PBEM, perhaps I should make an FFH Adventure smile
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(December 24th, 2012, 23:05)Tasunke Wrote: If a powerful AI is not desired in the next FFH PBEM, perhaps I should make an FFH Adventure smile

On balance, I think this is a better way to handle most of the proposals, anyway. I could be up for the 3-spell adept, possibly, but I honestly think that playing against a field of those currently expressing interest will give us lots of interesting things. Especially if there's diplo. It's when I play the AI that I want someone to design a scenario with strong AI advantages and such.
EitB 25 - Perpentach
Occasional mapmaker

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(December 22nd, 2012, 23:16)Qgqqqqq Wrote: I'm confused - is there still a ai or just adventurers?

I think we're just spitballing crazy ideas. Likely neither.

(December 25th, 2012, 17:53)Mardoc Wrote: On balance, I think this is a better way to handle most of the proposals, anyway. I could be up for the 3-spell adept, possibly, but I honestly think that playing against a field of those currently expressing interest will give us lots of interesting things. Especially if there's diplo. It's when I play the AI that I want someone to design a scenario with strong AI advantages and such.

I'm happy to play without any gimmicks. Except: I'm still in favor of something to speed up the early game. Like the shades we started with in XX and XXIII. Though the 3-spell adept might have a similar effect: maybe not in speeding early game up, but in making it more interesting.

How do people feel about the FFH vs EitB question? My recollection is that Mardoc and Yell0w prefer EitB, and Ellimist prefers FFH?
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(December 26th, 2012, 13:03)HidingKneel Wrote:
(December 25th, 2012, 17:53)Mardoc Wrote: On balance, I think this is a better way to handle most of the proposals, anyway. I could be up for the 3-spell adept, possibly, but I honestly think that playing against a field of those currently expressing interest will give us lots of interesting things. Especially if there's diplo. It's when I play the AI that I want someone to design a scenario with strong AI advantages and such.

I'm happy to play without any gimmicks. Except: I'm still in favor of something to speed up the early game. Like the shades we started with in XX and XXIII. Though the 3-spell adept might have a similar effect: maybe not in speeding early game up, but in making it more interesting.

If Tasunke is making a powerful AI adventure, perhaps I could make this into an adventure after that, if it is too gimmicky for a multiplayer game.

I have a map idea (can make it FFH or EitB) that I think would be a lot of fun and should speed up the early game slightly...but I think it is probably too gimmicky. Basically, the idea would be that each civilization is actually a scouting group sent to explore a previously unknown continent and conquer it (or control it in some other way, like a ToM victory, etc.). Every nation would start with an additional scout (and maybe also an adventurer?), with a supplies unit, and with Exploration in addition to the respective normal tech(s) (if one normally starts with Exploration, they get Crafting as well). The original idea didn't have any actual AI civs, but I certainly could adjust it to include one or some.
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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(December 26th, 2012, 13:39)Merovech Wrote: I have a map idea (can make it FFH or EitB) that I think would be a lot of fun and should speed up the early game slightly...but I think it is probably too gimmicky. Basically, the idea would be that each civilization is actually a scouting group sent to explore a previously unknown continent and conquer it (or control it in some other way, like a ToM victory, etc.). Every nation would start with an additional scout (and maybe also an adventurer?), with a supplies unit, and with Exploration in addition to the respective normal tech(s) (if one normally starts with Exploration, they get Crafting as well). The original idea didn't have any actual AI civs, but I certainly could adjust it to include one or some.

That all sounds good to me. Leaving the AIs out, it sounds like you're talking about a slight variation on the usual start and a map with a some extra flavor?
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