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New EitB game (Big PBEM/PB)

Thanks GJ.
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To get the ball rolling:

8-11pm Central US time (currently 1-4am UTC) Rigid slot that is unlikely to change outside holidays; with preference for the early/middle of that period.

Are we going to try to line everyone up in one string to give us a chance of 1t /day in the early game but risk crowding / disconnects later, or just bite the bullet and arrange wider play windows over 2 rounds for later game complexities and accept 2-day turns from the get-go?

We also need to pay attention to Daylight Savings for Qgqqqqq (I /think/ the only one from the Southern Hemisphere) because of the 2hr shift that will cause.
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(August 10th, 2016, 08:47)Dreylin Wrote: Are we going to try to line everyone up in one string to give us a chance of 1t /day in the early game but risk crowding / disconnects later, or just bite the bullet and arrange wider play windows over 2 rounds for later game complexities and accept 2-day turns from the get-go?

If we can line up reliable playing windows with little or no overlap, we could manage a turn per day. It only takes one miss to throw things off, though. A blitz would be really helpful if we can manage one, especially if we settle for a two-day turnaround.

My play times: 4-6 AM, 12-1 PM (usually), 6-9 PM. As the time required to play the turn increases, the morning window becomes harder to use: I don't really have that much uninterrupted time in the morning, but can squeeze in a turn if one is waiting. I have somewhat less than an hour for lunch, so I'm limited to evenings when the turns take longer than ~45 minutes (including staring at the map and kneading my temples).

Edit: all times US EST/EDT.
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Definitely 2-3 mana nodes per player is what you should aim for. Include in border regions so this is the average (with .5 going to each). Obviously MO.

Randomly generated maps (including Torusland) or handdrawn, the biggest thing a (largely) BTS player should pay attention to is the food distribution of the starts, irrigatable tiles, and early commerce. Food resources are nowhere near as well balanced, with the difference between rice and pig, deer, or fish being astronomical.

Ichabod definitely has that eye smile

I don't mind a mirrored map, but still needs to be looked over with regard to balance between land-dependent civs.

Thanks GermanJoey!


This is a setting thing, but I feel decently strongly that lairs at least should be a part of the game. Reason being that with 8 civs, you're highly likely to have ones for which lairs are important as a pro/con. I'm thinking BAR, Sidar, etc.

Remember that in v12, popping a lair requires a certain level for any unit.


Still have no time, probably more I'll add later.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.

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Also: Compact enforced? Something something Hyborem/Basium don't work, can't remember exactly why (#leetmodder)
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.

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My playing slot is around 7 PM - 11 PM EST. A bit more open currently, but I'm being cautious. Might constrict at some unknown point in the future, I've got a conditional offer for a government job I've been pursuing for forever, but God knows when they're actually thinking of hiring (not within the next couple months at least).


Thinking on it, I'm really not a fan of having lairs which:

A- spawn dangerous barbarians at random rates
B- give sometimes game-breaking (or ending) rewards upon clearance
C- allow certain leaders to aquire powerful units they may otherwise not even have access to


I usually like lairs, but for a big flagship game like this I'd rather just keep them all off.
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Generally 1900-2300 GMT is my most reliable window. I'm usually pretty flexible though and in the early game I can also play in the mornings 0700-0900 GMT.

Might as well wait until we have everyone's playing window before deciding whether to try for 1 or 2 days per turn.
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On lairs: lizardmen and poison goblin spawns keep shock from being a no-brainer second promotion, and also give a little extra value to the barbarian trait, as Q pointed out. We've had a couple games where the mapmaker placed immobile, hidden nationality, barbarian units on top of the lairs to keep them from being popped too early, but that's extra work for the mapmaker. And, as Bob pointed out, it can have unintended consequences. I lean toward the no lairs setting, but could be convinced otherwise.
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I'm gonna create a map without lairs, and then let Ichabod decide if he wants to add some in.

As far as settings go, please let know specifically which needs to be checked because there's like a billion of them, and I don't remember which are "proper" because the people I've played MP FFH2 with in the past pretty much just check half of them for the hell of it.
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Draft sent to Ichabod! Blame him for any problems I cause. smoke
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