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May 1st, 2007, 02:32 PM
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Shrapnel Fanatic
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Join Date: Oct 2003
Location: Vacaville, CA, USA
Posts: 13,736
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Thanked 479 Times in 326 Posts
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Re: 60 Player MegaGame Discussion Thread
Actually it gets simpler than that. To quote a couple of bits from the first post of this thread......
Quote:
There are a couple of game settings that are not open for discussion – and are simply my personal preferences. The settings not open for discussion (unless you want to tell me how awesome my preferences are) :
• The only real house rule: Arcane Nexus is BANNED. I already thought this spell was overpowered in larger games… but with 60 players I fear there would simply be a rush to put it up as fast as possible. Casting Arcane Nexus gets you put on AI.
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But of course it never works to say "no discussion"
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-- DISCLAIMER:
This game is NOT suitable for students, interns, apprentices, or anyone else who is expected to pass tests on a regular basis. Do not think about strategies while operating heavy machinery. Before beginning this game make arrangements for someone to check on you daily. If you find that your game has continued for more than 36 hours straight then you should consult a physician immediately (Do NOT show him the game!)
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May 1st, 2007, 02:38 PM
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Major General
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Join Date: Oct 2006
Location: Tennessee USA
Posts: 2,059
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Re: 60 Player MegaGame Discussion Thread
Btw, the map you chose looks awesome. It looks like the generator even put a choke point island towards the middle. Great map.
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BLAH BLAH BLAH BLAH NEXT TURN.
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May 1st, 2007, 02:59 PM
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Major General
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Join Date: Feb 2005
Location: Lake of Hali, Aldebaran, OH
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Thanked 67 Times in 27 Posts
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Re: 60 Player MegaGame Discussion Thread
Velusion, could you bounce me the .map file? I want to try placing start sites on it in any case.
We need 53+ land and 7+ sea, correct?
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If you read his speech at Rice, all his arguments for going to the moon work equally well as arguments for blowing up the moon, sending cloned dinosaurs into space, or constructing a towering *****-shaped obelisk on Mars. --Randall Munroe
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May 1st, 2007, 05:23 PM
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Colonel
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Join Date: Dec 2006
Location: Dallas, Tx
Posts: 1,712
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Re: 60 Player MegaGame Discussion Thread
Quote:
Foodstamp said:
Btw, the map you chose looks awesome. It looks like the generator even put a choke point island towards the middle. Great map.
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It takes forever for me to finish a map.
I literally spend days just generating maps until I find ones that look cool. Then I go in an photoshop it up (usually add few straits) then edit it so all the water and land provinces that looks like they should be connected are. Then I go though and flag all the land provinces that only border 3 or less other land provinces and sea provinces that border 2 or less sea provinces as "no start". Then I make sure that all the mountain blocking makes sense, removing a lot of connections that shouldn't be there. This time around I marked some of the Border Mountains as normal Mountains.
Tweaking the map is a long process for me, I hope everyone likes it.
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May 1st, 2007, 05:24 PM
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Colonel
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Join Date: Dec 2006
Location: Dallas, Tx
Posts: 1,712
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Re: 60 Player MegaGame Discussion Thread
Quote:
DrPraetorious said:
Velusion, could you bounce me the .map file? I want to try placing start sites on it in any case.
We need 53+ land and 7+ sea, correct?
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I'll PM yo with a link to get it once I'm finished and with more details.
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May 1st, 2007, 05:29 PM
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Colonel
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Join Date: Dec 2006
Location: Dallas, Tx
Posts: 1,712
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Re: 60 Player MegaGame Discussion Thread
Alright I think I know how I want the game to look like now. Thanks to everyone that contributed ideas and helped with the discussion. There is no way to please everyone but hopefully, even if people don’t agree with all the settings, they will manage to have fun!
Soon I’ll start a sign-up thread with details on what exactly it will look like.
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