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[SPOILERS] scooter, pindicator, and Huayna Capac try some fast Zulu cuisine

(June 4th, 2013, 00:49)pindicator Wrote:
(June 4th, 2013, 00:31)Ceiliazul Wrote: 3) (It's not Nobs)
3) ???

I think Nobs = NobleHelium?
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It's Nobes.
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Also chiming in to say glad you emailed him about it. Believe it or not, sometimes people are nice to other people on the internet.

(June 4th, 2013, 00:31)Ceiliazul Wrote: 2)Commodore is on of the best 5 reporters at RB, no matter how you feel about his gameplay. (Another one is on this team.)
3) (It's not Nobs)

I know it's pindicator who cracks the top 5 from our team, but I'm curious who the other 3 are. You can't just hint at the existence of a "Top ____ at RB" list and then not give it to us. lol
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Oledavy is definitely one of them, after that maybe pocketbeetle and Sullla?
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So that city I marked as being whipped last turn. I had a feeling that would be a privateer because that's all he's whipped out of it so far. And if that privateer were to go even 1 tile north it would spot our stack. So this turn, turns out that's exactly what happened.

[Image: pb8%20-%20turn222%20-%20sigh.JPG?raw=1]

Can we have one of our plans go right this game? Just once?

Okay, maybe this can still work. His galleons are north of ours, so we can reverse direction and head south next turn? At least the privateer was injured bad enough that we'll be able to finish it off with a galleon of our own. We'll end on the coast so we have better odds surviving against the galleons.

But here's the depressing part. He didn't whip any cities. You know what that means, right? He feels he's got this under control.
Also, why show us those 7 or 8 galleons up north? He didn't have to. Dammit, he's got a bigger fleet just south in the fog, doesn't he?
Suffer Game Sicko
Dodo Tier Player
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(June 4th, 2013, 05:46)Commodore Wrote: Ah! Yeah, game crashed, and I couldn't immediately reconnect. I'm going to definitely need a reload. The AI moved my units in all kinds of insane directions too. rolleye


YOU'VE GOT TO BE KIDDING ME
rantrantrantrantrantrantrantrantrantrantrantrant

[Image: rage-quit-table-flip-smiley-emoticon.png]
Suffer Game Sicko
Dodo Tier Player
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(June 4th, 2013, 09:27)pindicator Wrote: But here's the depressing part. He didn't whip any cities. You know what that means, right? He feels he's got this under control.
Also, why show us those 7 or 8 galleons up north? He didn't have to. Dammit, he's got a bigger fleet just south in the fog, doesn't he?

He has to. He believes he can sink that fleet next turn when peace expires, which means more privateers and/or Frigates. Let's hold off on playing and chat through this turn tonight, I want to take a look inside and think it through.


Also, are you thinking the AI control is what moved that Privateer and gave him visibility or what?
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(June 4th, 2013, 09:44)scooter Wrote: Also, are you thinking the AI control is what moved that Privateer and gave him visibility or what?

Just asking because if this is what happened, absolutely we cannot reload. If he consciously chose to randomly scout towards us, then the reload would be okay. But moving the Privateer that way is definitely what the AI would do in that case so I'm not too happy about this either.
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I want to hear Commodore say that the privateer was the AI and not him first
Suffer Game Sicko
Dodo Tier Player
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(June 4th, 2013, 09:07)Oxyphenbutazone Wrote: Oledavy is definitely one of them, after that maybe pocketbeetle and Sullla?

Are we including FFH? Anyway, one has to include Krill and Sullla, IMO
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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