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To be clear on my PoV: the game starts once a pick order is posted. However, there are still bugs in 4.0.1.6 to be caught and squished, so to be brutally honest, I think that snake pick should not stand and a new one should be posted once I can safely say that the mod is ready. I don't want anyone saying that the snake pick order has had an effect on anything I've done with the mod.
Regarding circumnavigation: That was not intended to be altered in 4.0.1.6, I asked for that to be implemented now so that I can use it in the next test game. This sort of point is relevant to the above issue: if people actually gave me feedback in the mod thread before we reach this point, I can get this stuff nailed down a hell of a lot quicker. Right now I'm no longer sure if people think this is a good change that should be implemented immediately.
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
July 13th, 2019, 15:46
(This post was last modified: July 13th, 2019, 15:48 by Charriu.)
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(July 13th, 2019, 15:43)Commodore Wrote: (July 13th, 2019, 15:41)Charriu Wrote: Well we also don't have starting screenshots, which is most likely because we are missing some spoiler threads.
Man, you guys want screenshots, too? Picky Picky.
It's only because we want to marvel at your creation.
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(July 13th, 2019, 15:44)Krill Wrote: Regarding circumnavigation: That was not intended to be altered in 4.0.1.6, I asked for that to be implemented now so that I can use it in the next test game. This sort of point is relevant to the above issue: if people actually gave me feedback in the mod thread before we reach this point, I can get this stuff nailed down a hell of a lot quicker. Right now I'm no longer sure if people think this is a good change that should be implemented immediately.
Good to know. I also want to look into how to visualize the circumnavigation bonus, after I'm done with BUG.
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Cross-posting with RtR thread: the IND changes are only under discussion and not up for this round, correct?
There is no way to peace. Peace is the way.
July 13th, 2019, 23:53
(This post was last modified: July 13th, 2019, 23:54 by boak.)
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couple of questions:
- is tech trading on for this game?
- is the circumnavigation bonus available on this map (ie is it >55% water)
- are events on?
- are huts on?
EDIT: just read the OP regarding huts/events...
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(July 13th, 2019, 15:44)Krill Wrote: However, there are still bugs in 4.0.1.6 to be caught and squished, so to be brutally honest, I think that snake pick should not stand and a new one should be posted once I can safely say that the mod is ready. I agree. Waiting a few more days to make final tweaks and ensure that no one will have their game ruined by a bug months from now is a good idea. There is sandboxing and combo planning to occupy us for a little while anyway.
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(July 13th, 2019, 23:53)boak Wrote: - is tech trading on for this game?
- is the circumnavigation bonus available on this map (ie is it >55% water) About tech trading: I forgot to mention it at all in my settings proposal, but it should be turned off. I can’t even remember the last time an RB game had tech trading on.
About circumnavigation: on a big and small map, I imagine it will be available. Also, you should know that Krill just changed it so that everyone can get the +1 movement bonus for circumnavigation, not just the first player to do it.
Final settings, last chance to productively complain about them:
Quote:Mod: Rebalance the Realms 4.1.0.7
Difficulty: Monarch
Speed: Normal
Era: Ancient
Turn Speed: 24 real hours per one turn
Vassals, Huts, and Events: Off
Barbarians: On, Normal
Espionage: On
Tech Trading: Off
Diplomacy: AI diplomacy. No renaming cities or units to communicate. No trading cities. No gifting units. No using the trade screen to communicate, with one exception: same resource for same resource trade deals are allowed (Examples: fish for fish, copper for copper).
Double Moves: Regular Realms Beyond rules. Don’t be a jerk.
Map Trading: Not allowed
Pick Style: Snakepick
July 16th, 2019, 19:54
(This post was last modified: July 16th, 2019, 19:55 by Borsche.)
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(July 11th, 2019, 03:01)Magic Science Wrote: The map is ready, the mod is ready (Download RtR 4.1.0.5 here), and I have sent PMs to a few people who I believe have the power to create new subforums, so that should be ready soon as well. The only thing left to do before we can make our threads, receive our starts, and begin the game is to finalize the settings. The settings as they currently stand are:
Quote:Mod: Rebalance the Realms 4.1.0.5
Difficulty: Monarch
Speed: Normal
Era: Ancient
Turn Speed: 24 real hours per one turn
Vassals, Huts, and Events: Off
Barbarians: On, Normal
Espionage: On
Diplomacy: AI diplomacy. No renaming cities or units to communicate. No trading cities. No using the trade screen to communicate, with one exception: same resource for same resource trade deals are allowed (Examples: fish for fish, copper for copper).
Double Moves: Regular Realms Beyond rules. Don’t be a jerk.
Map Trading: Not allowed
Pick Style: ?
To that list, I would like to add the provision: No unit gifting
I still stand by my desire to do a snakepick instead of an RNG dependent method, for the reasons mentioned previously.
Most of you said you don’t care much about the settings, but still, if there is anything in the above list you do not like, please speak now. Arguing over the settings once the starts are out seems like a bad idea, so I would like for this to be set in stone very soon.
(July 12th, 2019, 16:10)Krill Wrote: OK guys, the new mod version just needs testing for any mistakes, otherwise seems good to go. I strongly advise you check this out, if something is missed and it affects the game, I'm sticking with caveat emptor as my excuse.
Thank you for being guinea pigs I hope you have a good game.
Is this 4.1.0.8 or 4.1.0.5? Or 4.1.0.6 because that's what I've apparently downloaded
I'm assuming that what I have downloaded is 4.1.0.8 and it seems to be working fine in the test game that I'm playing.
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(July 16th, 2019, 19:54)Borsche Wrote: Is this 4.1.0.8 or 4.1.0.5? Or 4.1.0.6 because that's what I've apparently downloaded
I'm assuming that what I have downloaded is 4.1.0.8 and it seems to be working fine in the test game that I'm playing.
I've been trying to keep our first post updated with the most up to date mod version. I think we're just waiting for Krill to christen our game's version. We're going to have to be emotionally prepared that some minor bugs will escape, but (fingers crossed) the major stuff has hopefully been caught. Plus what's been changing are civ uniques, so it's unlikely a game-ruining bug lurks there. (Again, fingers crossed. This is the bleeding edge. )
There is no way to peace. Peace is the way.
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(July 16th, 2019, 20:11)naufragar Wrote: (July 16th, 2019, 19:54)Borsche Wrote: Is this 4.1.0.8 or 4.1.0.5? Or 4.1.0.6 because that's what I've apparently downloaded
I'm assuming that what I have downloaded is 4.1.0.8 and it seems to be working fine in the test game that I'm playing.
I've been trying to keep our first post updated with the most up to date mod version. I think we're just waiting for Krill to christen our game's version. We're going to have to be emotionally prepared that some minor bugs will escape, but (fingers crossed) the major stuff has hopefully been caught. Plus what's been changing are civ uniques, so it's unlikely a game-ruining bug lurks there. (Again, fingers crossed. This is the bleeding edge. )
Gotcha. And I'm not too worried, leaving bugs in my code as I push it to production is what I get paid to do.
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