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  • #31
    Other than a large map, I have no real preferences. I'd be against disabling chop&drop as well.
    Veni Vidi Castravi Illegitimos

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    • #32
      I don't know for sure how other people feel about choppers, but the dissonance between the game and the real world seems to be quite noticable with the choppers, especially when compared with the planes. The flexibility of choppers and the multiple strikes seem reasonably lifelike, but realworld choppers are much more vulnerable to being shot down (or just breaking down) and real world planes can deliver a more powerful punch with a bombing run than a chopper. The game's choppers essentially obsolete planes, except for some oddball stuff. Anyway, I've never played with this rule and it seems like an it might do something in the way of restoring the balance.

      For the map, I'm happy with all average settings for the variable stuff, and for keeping factions separate or nearly separate with natural boundaries of water and/or fungus.

      Ideally, the AI will be challenging, but not play favorites, either pro or con, with particular factions - but that is, of course, easier said than done. It is easy enough to keep the AI territories reasonably equidistant from the human territories, but often the AI just goes off in one direction, hassling one human, but leaving a big patch of empty land on the other side for another human to easily exploit with little risk. Good luck.

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      • #33
        Originally posted by johndmuller
        The game's choppers essentially obsolete planes, except for some oddball stuff. Anyway, I've never played with this rule and it seems like an it might do something in the way of restoring the balance.
        i have exactly the same feelings in this matter...

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        • #34
          Ideally, the AI will be challenging, but not play favorites, either pro or con, with particular factions - but that is, of course, easier said than done.
          You mean, keep them equally away from the humans?

          Other than a large map, I have no real preferences.
          Shouldn't it be "Great" map?
          It will be abit difficult to place 7 factions on Large map so as they:
          1. are approximately equidistant to each other
          2. are approximately equidistant to AI
          3. are separated by some water or fungus patch.

          Larger map would also reduce initial tension from AI side wherever it would go, as it'd be harder to reach the human it wan't to roll over.
          -- What history has taught us is that people do not learn from history.
          -- Programming today is a race between software engineers striving to build bigger and better idiot-proof programs, and the Universe trying to produce bigger and better idiots. So far, the Universe is winning.

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          • #35
            Should be "Huge Map" sorry, you're right. Don't know why I said Large.
            Veni Vidi Castravi Illegitimos

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            • #36
              Yeah for huge map

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              • #37
                Maybe we can compromise at halfway between Large and Huge?

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                • #38
                  Maybe we can compromise at halfway between Large and Huge?
                  Like this?

                  Code:
                  #WORLDSIZE
                  6
                  Tiny planet|(early conflict), 24, 48
                  Small planet,                 32, 64
                  Standard planet,              40, 80
                  Large planet,                 44, 90
                  Great planet,                 52, 104
                  Huge planet|(late conflict),  64, 128
                  -- What history has taught us is that people do not learn from history.
                  -- Programming today is a race between software engineers striving to build bigger and better idiot-proof programs, and the Universe trying to produce bigger and better idiots. So far, the Universe is winning.

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                  • #39
                    So *that's* what a Great planet is. ^^;;
                    Veni Vidi Castravi Illegitimos

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                    • #40
                      You bet!

                      It was designed and tested to be a bit more balanced choice than both Large and Huge because there was a bit too large gap between them both initially.
                      -- What history has taught us is that people do not learn from history.
                      -- Programming today is a race between software engineers striving to build bigger and better idiot-proof programs, and the Universe trying to produce bigger and better idiots. So far, the Universe is winning.

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                      • #41
                        Great sounds great!

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                        • #42
                          Good, Im starting the work 2moro eve.
                          Playtesting will take place at weekend, thus all discussions regarding CMN should end by then.
                          Game will be delivered next week if nothing serious happens..
                          -- What history has taught us is that people do not learn from history.
                          -- Programming today is a race between software engineers striving to build bigger and better idiot-proof programs, and the Universe trying to produce bigger and better idiots. So far, the Universe is winning.

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                          • #43
                            One more question:

                            Will

                            Dense clouds
                            Average NL
                            weak erosion

                            be ok?
                            -- What history has taught us is that people do not learn from history.
                            -- Programming today is a race between software engineers striving to build bigger and better idiot-proof programs, and the Universe trying to produce bigger and better idiots. So far, the Universe is winning.

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                            • #44
                              I see no problems with that.
                              Veni Vidi Castravi Illegitimos

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                              • #45
                                Whata are the effects of Dense Clouds and Weak Erosion?

                                I suppose the weak erosion leads to more high elevation terrain - does it also encourage rockiness?

                                Do the Dense clouds lead to more rain, or is it a diminished solar energy thing?

                                To the extent that they lead to excessive rocky or arid terrain or lack of rivers or anything that makes it harder to produce nuts and/or energy at the beginning of the game, I would be against it; to the extent they produce more nut-favorable and energy plentiful environment, I would be in favor.

                                As I said before, all average settings are fine with me. I realize it is an element of interest for you in designing the world, but after the start in that Snails Pace game, I would not really be looking forward to another game with meager prospects at the beginning. We even had a restart in the Snails game because some people complained about bad starting positions (it looked like a machine-only generated game with heavy fungus and low rainfall - the new improved version was not much more bountiful either - I am on a rather large continent and there were only a handful or less rainy tiles and not many moist ones either).

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