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

Create an account  

Poll: How then shall we play?
You do not have permission to vote in this poll.
Repeat the mistakes and glories of the past!
22.41%
13 22.41%
Wallow in bitterness and rage!
15.52%
9 15.52%
Peace out blissfully and love everyone!
15.52%
9 15.52%
Iron Terminator, Win Above All Else!
20.69%
12 20.69%
Die to Barbarians.
25.86%
15 25.86%
Total 58 vote(s) 100%
* You voted for this item. [Show Results]

 
[spoilers]Oh Canada! Victoria has a Commodore, eh?

Almost certainly the barb will go for what it can actually kill. If Azza didn't have bad luck, he'd have no luck at all.
Reply

(September 24th, 2013, 14:29)Boldly Going Nowhere Wrote: If Azza didn't have bad luck, he'd have no luck at all.


QFT. :-(
Reply

Sadly, he won't be tanking the barb for me; look at the timing of his DoW, seems to have been last turn so he'll move again. Does mean he ain't going to get past the city any sooner unless the barb wins his 4% fight.

In other news, this strike anyone else as odd?
[Image: Civ4ScreenShot0206.JPG]
If only you and me and dead people know hex, then only deaf people know hex.

I write RPG adventures, and blog about it, check it out.
Reply

Er, yeah, that is just weird. But if that's how the game handles it, it's not broken, just something new to learn.
Current games (All): RtR: PB80 Civ 6: PBEM23

Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71. FFH games: PBEMVII, PBEMXII. Civ 6:  PBEM22 Games ded lurked: PB18
Reply

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

Reply

(September 24th, 2013, 15:48)Commodore Wrote: In other news, this strike anyone else as odd?

You must have hit the architecht button instead of the engineer one, very typical mistake and they seem to prefer the challenging option.
So you want a small road from here to there. Weeell we could do a short straight bit, but what I suggest is building two bridges to nowhere, and if you ever need to go from here to there just nip across the meadows.
Reply

Okay yeah sure N-Core.
[Image: Civ4ScreenShot0212.JPG]

Azza is my little buddy! Thanks for the help man, I'll get my gold mine online faster this way...
[Image: Civ4ScreenShot0213.JPG]
If only you and me and dead people know hex, then only deaf people know hex.

I write RPG adventures, and blog about it, check it out.
Reply

(September 24th, 2013, 21:23)thestick Wrote: What's so odd?
The river appears to bend, so I expected to have a normal road movement. Apparently, though, even though the graphic show a bend the game sees the lake and acts like the river(s) go into it.
If only you and me and dead people know hex, then only deaf people know hex.

I write RPG adventures, and blog about it, check it out.
Reply

(September 25th, 2013, 21:10)Commodore Wrote:
(September 24th, 2013, 21:23)thestick Wrote: What's so odd?
The river appears to bend, so I expected to have a normal road movement. Apparently, though, even though the graphic show a bend the game sees the lake and acts like the river(s) go into it.

Yeah, I feel like I saw this once before, with a trade route existing where the graphics would suggest that it didn't. I can't remember where, though.
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

O my America! my new-found-land,
My kingdom, safeliest when with one man mann’d,
My Mine of precious stones, My Empirie,
How blest am I in this discovering thee!
[Image: Civ4ScreenShot0217.JPG]
If only you and me and dead people know hex, then only deaf people know hex.

I write RPG adventures, and blog about it, check it out.
Reply



Forum Jump: