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FFH Adventure 9 Potluck Takeover

Thoughts on the game so far. There's no real spoilers for anyone who's a decent way through, but I'll put it in spoiler tags just in case. But this is mainly for Qgqqqqq.

While I am enjoying the game, and I will play it till turn 150, the map is simply too big. I've got lots of Mages, Magic Missile is really good, and given enough time I know I can win, but frankly, to even try would get way too tedious. I like these Adventure games, I want to play more of them because it makes playing single player FFH more interesting. But for the next one, maybe make the map a lot smaller. No more than 6-8 civs, and less vast spaces in between everyone.

And maybe cut down on the huge areas of Tundra and Ice for barbs to spawn in. I don't mind the barbs making the game more difficult, but once they're no longer a serious threat, it's just tedious, and the land is useless to even try and settle and filling it up with fogbusters seems even more excruciating.

Also, smaller maps would make them easier on the game and the PCs so there'll be fewer issues with slow turns.
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(May 12th, 2021, 13:59)Mr. Cairo Wrote: Thoughts on the game so far. There's no real spoilers for anyone who's a decent way through, but I'll put it in spoiler tags just in case. But this is mainly for Qgqqqqq.

While I am enjoying the game, and I will play it till turn 150, the map is simply too big. I've got lots of Mages, Magic Missile is really good, and given enough time I know I can win, but frankly, to even try would get way too tedious. I like these Adventure games, I want to play more of them because it makes playing single player FFH more interesting. But for the next one, maybe make the map a lot smaller. No more than 6-8 civs, and less vast spaces in between everyone.

And maybe cut down on the huge areas of Tundra and Ice for barbs to spawn in. I don't mind the barbs making the game more difficult, but once they're no longer a serious threat, it's just tedious, and the land is useless to even try and settle and filling it up with fogbusters seems even more excruciating.

Also, smaller maps would make them easier on the game and the PCs so there'll be fewer issues with slow turns.

Yes, this is definitely something I regret and will address in the future. I took so long going back and forth on different scripts that I just seized on Bob's suggestion when he gave it. I went large because I wanted enough AI to have variation in outcomes.

In general, I'm not really happy with the map at all. I will make sure future maps are both smaller and less populated.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.

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I haven't had the time to fire this up yet, I got sidetracked with PB60...
Playing: PB74
Played: PB58 - PB59 - PB62 - PB66 - PB67
Dedlurked: PB56 (Amicalola) - PB72 (Greenline)
Maps: PB60 - PB61 - PB63 - PB68 - PB70 - PB73 - PB76

There are two kinds of people in the world: Those who can extrapolate from incomplete data
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I'm having fun, but the map is def. way too large; I'd need around 200 cities to win by domination, and I'm only able to conquer the AI at a decent clip thanks to Infernal portal shenanigans.


A more significant issue though is that this unofficial modmod patch we're running is not stable. I've been keeping a running tally, and so far have suffered five CTDs (fully zooming out the map view will consistently cause the game to crash), and four instances of the game locking up my entire desktop and forcing a reboot. I have never suffered anything comparable when running MNAI or regular EMM, and I'm not going to be inclined to participate in another game which doesn't just use the "officially" supported version of the mod, even though the creator stopped updating it.
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I'm really sorry that's the experience. Could you feed any notes of that through to Ifgr?

If we can't resolve it, we will use the old EMM for the future.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.

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Well, you'll be happy to read that I actually completed the game over the weekend, and already added my report to the appropriate subforum. I uninstalled the unofficial version of EMM though, for some reason it wasn't recognizing the expanded map options for the extra scripts which came with EMM (I think I was missing some config file needed to run them properly), and then regular EMM refused to load while the unofficial patch version was still installed.
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(May 19th, 2021, 01:09)Qgqqqqq Wrote: I'm really sorry that's the experience. Could you feed any notes of that through to Ifgr?

@Bob: If you have a savegame that reliably crashes, I'll take a look at it. It is also possible that the installation was messed up somehow, since you seem to be the only one with these problems. "regular EMM refused to load while the unofficial patch version was still installed" also sounds very weird.
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Another comment on warmup games (with a non-BAR leader): using the Fractured World_mst map script, the games seem to devolve into a tower defense scenario, fighting off endless waves of barb galleons which periodically gain a cargo of three amphibious warriors based on nothing but AI hatred.
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Shoot, really? Wow.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.

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Isn't that just an EMM thing? Whatever setting causes Barbs to be stronger the further they spawn from your borders, which is why random isolated islands will be crawling with Assassins and Wraths and such.
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