(January 2nd, 2013, 18:57)waterbat Wrote: i wasnt logged in to my knowlege - i couldnt start civ though - so even though i "return to desktop" sometime yesterday, it must have hosed up. sorry for the delay guys.
I'll just STFO from now on unless China locks down the internet again and Bigger iand Harry are busy carousing or some such.
Yeah you can't "return to desktop" you have to "return to main menu" to log out.
I'm sure this was annoying for the players to deal with, but it's nice to have another example of why "Exit to Desktop" is to be avoided. Let this be a lesson to you all
i actually misspoke - i did return to main menu. in one of the posts i put "i know not to return to desktop" <shrug>
At one point, i think i found the offending process - it looked like the main menu, but it had no options - no "Back" or "OK" at the bottom - no menu items - just a dead window that apparently was still logged in to PB8.
--
Best dating advice on RB: When you can't hide your unit, go in fast and hard. -- Sullla
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.
(January 9th, 2013, 13:34)Commodore Wrote: Irk, clicked your thread there Hairy Bigwyn. Saw nothing but ancient demos.
It's okay I understand how you might be mesmerized by our greatness and drawn to our thread.
Who are you again? We can't see the top of the scoreboard from where we're at
I know what you mean...
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.