As a French person I feel like it's my duty to explain strikes to you. - AdrienIer

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[SPOILERS] PB9 Lurker Thread

AT got slaughtered by a stack of axes and catapults being healed by a GG Medic once, he knows what they're capable of.
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(May 29th, 2013, 05:43)teleh Wrote: That's okay Merovech, happy to splains.

I simply thought everyone knew about GG medic 3's. And thought that maybe Cornflakes was saying that to prompt a lulz response.

Ahh, that makes sense. Thanks.
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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(May 29th, 2013, 07:40)DaveV Wrote:
(May 29th, 2013, 07:37)Nicolae Carpathia Wrote: If I'm reading this correctly, Cornflakes failed to send a message to Bigger offering resources for Declare on 2metra. Awkward!

Or the game interface ate his message. Is it worth raising a flag on this?

Most likely reason by far is that Cornflakes misunderstood the interface (it's pretty bad). You can't just type your message in and hit offer, you have to hit enter while in the text box before offering for the message to be included.
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Errr, so we're not going to tell Cornflakes that his AI diplo msg didn't actually go through? I thought that might fall under the purview of game mechanical error.
“The wind went mute and the trees in the forest stood still. It was time for the last tale.”
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(May 29th, 2013, 19:54)Lewwyn Wrote: Errr, so we're not going to tell Cornflakes that his AI diplo msg didn't actually go through? I thought that might fall under the purview of game mechanical error.

I would probably tell him, but I seem to fall on the telling side of the line a lot more than some people here.
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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Only issue is we got the information about it failing to go through from Bigger's thread. Therefore telling him would punish Bigger's reporting. I'm not going to put forth any opinion about whether to tell him since I haven't been following the game much.
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Let's wait a turn and see what happens. Cornflakes will see that Bigger has not declared war and believe he has violated the rules, and presumably post in the tech thread. Perhaps they can resolve the issue themselves.
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(May 30th, 2013, 01:05)Cornflakes Wrote: According to Civstats, French Musketeers are going after someone. Assuming he honors the Gold + Ivory for war vs 2metra which he already accepted and doesn't backstab us I think 2metra is in for some hurt on the back side. His power is basically all in our land or in the cities to our north.

alright
(March 12th, 2024, 07:40)naufragar Wrote:"But naufragar, I want to be an emperor, not a product manager." Soon, my bloodthirsty friend, soon.

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Are we about to see a successful dogpile?
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Now Bigger has sent an invisible declare war trade...
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