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[NO PLAYERS] Map and Lurker Thread

(April 16th, 2024, 14:51)RefSteel Wrote: (Since Q is the only one who's given much feedback, I'm more or less addressing these to him, but any additional pair of eyes would be helpful! In particular, Fireblaze, is there still something about the placement of the starts you were talking about that you think will cause a problem? And if so, could you tell me which ones you mean?)

FWIW, I did look early on. Didn't really have anything to add as you went into very mod-specific differences between starts.
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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About silly question. If you somehow give waterwalking to à worker (not sure how), is there à chance to improve the spécial tiles. (I guess you have check the worker in boat situation already).
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I think i've seen waterwalking workers in other ffh variants build roads across the ocean before, at least.
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I can't think of a way you could give waterwalking to a worker in EitB. The only thing I can think of is if they could improve it from on a ship. I assume not but I've not checked.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.

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Can't remember if you could 'mutate' (with spell or unique feature) a worker and luck out with water-walking ?
(anyway definitely not really likely to happen on a frequent enough basis so can't base a strategy around it of course)
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(April 24th, 2024, 06:12)Tarkeel Wrote: FWIW, I did look early on. Didn't really have anything to add as you went into very mod-specific differences between starts.

Thanks for doing so, Tarkeel! I hope the mod-specific discussion wasn't what stopped you from saying anything; your comments on the previous game's starts and map were very helpful, with or without knowledge of the mod, and if you have comments here, they're sure to improve the map.

On the side questions: I tested this, and fireblaze is right that water-walking workers can build roads (which work!) on water. They can't build tile improvements on water though, and non-water-walking workers can't build anything on water, whether or not they're on a ship. (I specifically tested plantations and camps on appropriate resources with appropriate tech.)
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I really don't think there's a way to get water walking, though. I don't think it's a mutation option that workers are eligible to receive - I may be wrong though.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.

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(April 24th, 2024, 15:19)RefSteel Wrote:
(April 24th, 2024, 06:12)Tarkeel Wrote: FWIW, I did look early on. Didn't really have anything to add as you went into very mod-specific differences between starts.

Thanks for doing so, Tarkeel! I hope the mod-specific discussion wasn't what stopped you from saying anything; your comments on the previous game's starts and map were very helpful, with or without knowledge of the mod, and if you have comments here, they're sure to improve the map.

Mainly just been very busy lately. Did send you some impressions on the map in PM though.
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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For reference:

- Aurorarcher is Volanna (Aggressive/Creative) of the Svartalfar with AH - units are all Dark Elves, Scout is Sinister, and Scout and Warrior both have C1.
- BING_XI_LAO is Ethne the White (Creative/Organized) of the Elohim with Mysticism - Scout and Warrior both get March.
- coldrain is Flauros (Creative/Financial) of the Calabim with Hunting - Bloodpet instead of Warrior
- Ginger* is Furia the Mad (Charismatic/Barbarian/Raiders) of the Balseraphs with AH - Scout and Warrior both start with Commando
- mackoti is Varn Gosam (Spiritual/Creative/Adaptive) of the Malakim with Mysticism - units are all Nomads; Lightbringer with Mobility+Favored instead of Scout.
- xist10 is Dain the Caswallawn (Philosophical/Arcane) of the Amurites with Mysticism
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Xist investing in adepts on two cities is a very big mistake, imo.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.

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