Are you, in fact, a pregnant lady who lives in the apartment next door to Superdeath's parents? - Commodore

Create an account  

 
Whosit Clowns Around in EitB PBEM XXVI [SPOILERS!]

Oh and thank you smile
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.

Reply

Yes, thank you for the introduction! I can't wait to disappoint my patron(izer)! neenerneener

I... don't know what it all means, but since when has that stopped me? Hahahaha!

So, a couple questions about the pictures there: Is there something special about what looks to be a mana node? That's not the emblem that shows up in my games. Also, I am not familiar with the Demon, Caged, or Prophecy Mark promotions. From the intro dialogue, it suggests that I have to sacrifice a unit to release the Skeleton Warrior?

As for the start itself....

If that's your typical, regular Settler, that staying in place seems like the thing to do. Glad to see some Wheat, and those flood plains look like they'll be home to some happy happy farms as well! I could farm all around that lake (except for the incense) too, especially if I'm goin' for the agristocracy, or was that arigrarianism? Hoohoo. Whatever the case, I will want to scout up that hill first.

Mm, and I can see to the north east, the edge of some special feature next to the ancient tower.

No more time to analyze now, 'fraid, but things look like they'll get a cookin' soon!
Reply

(February 13th, 2013, 08:54)Whosit Wrote: So, a couple questions about the pictures there: Is there something special about what looks to be a mana node? That's not the emblem that shows up in my games.

That is a typed node, Metamagic type. You're restricted to that school from that node until you get a Metamagic II caster to dispel it, which turns it back to neutral. Looking at the picture, I think Q did not put a node on it, just changed its type, which means you won't be able to use it until you get Sorcery and an actual Metamagic node built.

Quote: Also, I am not familiar with the Demon, Caged, or Prophecy Mark promotions. From the intro dialogue, it suggests that I have to sacrifice a unit to release the Skeleton Warrior?
Demon is a race - makes him do better against undead and unholy things, and fire, vulnerable to holy. Caged means just that another unit must come to him and cast 'remove cage' before he can move. You won't lose the uncaging unit, just some time. Prophecy Mark - means that as long as that unit is alive, the armageddon counter is elevated by 1.

Armageddon...not sure if you've looked at that yet. Nothing bad happens until it gets to 30. And then bad things start happening to everyone, getting worse every time it goes up another increment of 10. Some civs are hurt worse than others - Sheaim, for example, can actually benefit from the armageddon if they've built Planar Gates.
EitB 25 - Perpentach
Occasional mapmaker

Reply

(February 13th, 2013, 09:39)Merovech Wrote: Demon is also good versus poison and fear and the like. It's probably the strongest racial promotion unless you are up against someone with a lot of holy damage and/or demon-slaying units.
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.
Reply

(February 13th, 2013, 09:40)Merovech Wrote: Demon is also good versus poison and fear and the like. It's probably the strongest racial promotion unless you are up against someone with a lot of holy damage and/or demon-slaying units.

Also, it can't be hasted, blessed, etc. Strong in the early game, maybe a disadvantage in the later game.
Reply

(February 13th, 2013, 08:54)Whosit Wrote: Mm, and I can see to the north east, the edge of some special feature next to the ancient tower.

No more time to analyze now, 'fraid, but things look like they'll get a cookin' soon!

Unique feature, to me, reads "...try". As the game is not in front of me, I can't make a call on it.
Travelling on a mote of dust, suspended in a sunbeam.
Reply

(February 13th, 2013, 09:54)DaveV Wrote:
(February 13th, 2013, 09:40)Merovech Wrote: Demon is also good versus poison and fear and the like. It's probably the strongest racial promotion unless you are up against someone with a lot of holy damage and/or demon-slaying units.

Also, it can't be hasted, blessed, etc. Strong in the early game, maybe a disadvantage in the later game.

Well, Magic-Immune means that anyway smile.
EitB 25 - Perpentach
Occasional mapmaker

Reply

Pretty much what Mardoc said.
Your settler has the starting settler promotion though.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.

Reply

That feature actually looks to end in "rry" but I can't find anything in the civilopedia that matches it. Hm. Anyway, thanks all for the information regarding the caged unit. I guess I'll want to grab it sooner or later.

Now, I'm wondering if Worker first would be wise or not. Because I have Agriculture, the Worker would have some things to do, but I don't know if I'll be able to tech new things quickly enough to keep him busy. I suppose I could always slot Exploration in early just so he could build roads....
Reply

Worker first. Not even a question.
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.
Reply



Forum Jump: