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  • #31
    Originally posted by GhengisFarb

    Screw that, why don't we just give the Settlers the Treat All Terrrain as Roads ability.

    That would allow them to move 3 squares.

    Although if I had one more wish it would be for the WORKERS to have the Treat All Terrain as Roads Ability.

    Course giving Settlers a movement of 2 and Workers the Treat All Terrain as roads ability could allow your Settlers to move six squares............
    How about if my third choice mod is stlrs and wlrs treat all terrain as roads.
    Are we having fun yet?

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    • #32
      Originally posted by OPD
      Make that rel civs get cheap granaries.
      Just make that ALL civs get cheap granaries, ja.

      Btw, how cheap is this cheap ?
      veni vidi PWNED!

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      • #33
        Originally posted by OPD
        How about if my third choice mod is stlrs and wlrs treat all terrain as roads.
        I know what a settler is, but what the heck is a wobbler?

        Comment


        • #34
          Originally posted by Flandrien

          Just make that ALL civs get cheap granaries, ja.

          Btw, how cheap is this cheap ?
          Aren't barracks half price for Militaristic civs and Temples/Cathedrals half price for Religious civs?

          Then shouldn't Graneries be half price for the appropriate civ?

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          • #35
            I started on the scenario file for the rule changes and ran a couple of starts in debug mode. It all seems to be fine (the uprated barbarians are a challenge but can be dealt with with the units available with the early techs). Just be cautious about popping goody huts if you are not expansionist.

            The one change I can't make is cheap granaries for expansionist civs. It seems that only mil/sci/rel civs get cheap buildings and there is no way to give them with the comm/ind/exp traits. So it is cheap (30 shields rather than 60) granaries for all or none.
            Never give an AI an even break.

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            • #36
              Originally posted by GhengisFarb

              I know what a settler is, but what the heck is a wobbler?
              It's what dyslexic people call workers.
              Are we having fun yet?

              Comment


              • #37
                Originally posted by CerberusIV
                I started on the scenario file for the rule changes and ran a couple of starts in debug mode. It all seems to be fine (the uprated barbarians are a challenge but can be dealt with with the units available with the early techs). Just be cautious about popping goody huts if you are not expansionist.

                The one change I can't make is cheap granaries for expansionist civs. It seems that only mil/sci/rel civs get cheap buildings and there is no way to give them with the comm/ind/exp traits. So it is cheap (30 shields rather than 60) granaries for all or none.
                Granaries for none then 30 sheild granaries would be a bit ridiculous IMO.

                I guess this means I get another change then. Is there anyway I could trade my last mod for a good starting location If not then maybe make catapults slightly more accurate?
                Are we having fun yet?

                Comment


                • #38
                  Originally posted by CerberusIV
                  The one change I can't make is cheap granaries for expansionist civs. It seems that only mil/sci/rel civs get cheap buildings and there is no way to give them with the comm/ind/exp traits. So it is cheap (30 shields rather than 60) granaries for all or none.
                  OPD changed his request to make graneries cheap for Religious civs so problem solved.

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                  • #39
                    Originally posted by OPD
                    I guess this means I get another change then. Is there anyway I could trade my last mod for a good starting location If not then maybe make catapults slightly more accurate?
                    You already had three:
                    Originally posted by OPD
                    1. Three Civ specific traits instead of two.
                    2. All a civs traits are optional. ie. I could be English and be industrial, religious and scientific.
                    3. Expansionist civs get cheap granaries.
                    You then changed 2 to:
                    Originally posted by OPD
                    How about if my third choice mod is stlrs(settlers) and wlrs(workers) treat all terrain as roads.
                    and 3 to:
                    Originally posted by OPD
                    Perhaps you are right. Make that rel civs get cheap granaries.



                    Speaking of catapults, what exactly are the stats on the Archers and their 0 range bombard compared with the catapults. A catapult's bombard should do more damage than an Archer's.
                    Last edited by GhengisFarbâ„¢; June 24, 2003, 18:37.

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                    • #40
                      I like the idea of having the English UU as an unmarked unit and privateers as the barbarian ship. I like strong barabarians because they're really not a challenge in the game as it is.

                      I would like Japan's third trait to be Industrious. Thanks.
                      Formerly known as Masuro.
                      The sun never sets on a PBEM game.

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                      • #41
                        I re-read the rules and this just struck me: what are we going to do with improved ship movement, privateers, man-o-wars etc. on a pangea map?
                        The monkeys are listening.

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                        • #42
                          Map - Continents should be OK. I think we should go with that. On a huge map the map generator produces more consistent results and (although I have only run a few tests) seems less likely to dump you on a small isolated continent.

                          I will set privateers as the barbarian ship and also make them available to the players with astronomy.

                          The longbowman bombard stats are 4.0.1 so they have the same power as a catapult but don't actively bombard. Essentially they get a free shot at a unit attacking them or a stack they are in. I like it because it boosts defence a bit but isn't unbalancing. It represents the attacking unit having to advance through a shower of arrows. The rate of fire is only 1 so it can only take 1HP off an attacker.
                          Never give an AI an even break.

                          Comment


                          • #43
                            Originally posted by OPD


                            Perhaps you are right. Make that rel civs get cheap granaries. jk
                            I wasn't serious about this. Cheap granaries would make rel civs too powerful IMO.
                            Are we having fun yet?

                            Comment


                            • #44
                              Latest rule changes updated.

                              Everyone has now chosen their extra trait. I intend to complete the scenario file by the weekend and get the game underway if possible. If you have any final comments, changes or objections please post them ASAP.

                              Not surprisingly no-one has chosen commercial. Everyone has taken industrious, everyone except me is religious and scientific and militaristic get three takers each. Surprisingly there is only one expansionist. Although we can all build jag warriors there are still advantages to scouts and being expansionist.
                              Never give an AI an even break.

                              Comment


                              • #45
                                Originally posted by OPD


                                I wasn't serious about this. Cheap granaries would make rel civs too powerful IMO.
                                So no cheap graneries?!

                                Then what is your third change going to be?

                                - You could simply have the total build cost of Graneries reduced to half.
                                OR
                                - Wheat resource produces an extra +1 food.
                                OR
                                - Settlers could have a movement of 2 (in addition to your giving them the all terrain as road ability)


                                On the Longbowman, since it is 4.0.1 could we improve the catapult to 6.1.1, it is still less than the cannon's 8.1.1 but makes it a little more powerful than the Longbowman.

                                With the zero bombard range, how does it bombard? That would mean it has to bombard something in the same tile with it, no?

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