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Author Topic: Let's Play Master of Mana (Civ4/FFH2)  (Read 13308 times)

Errol

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Re: Let's Play Master of Mana (Civ4/FFH2)
« Reply #30 on: February 05, 2012, 02:25:36 pm »

One north of ruins sounds decent enough.
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Bluerobin

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Re: Let's Play Master of Mana (Civ4/FFH2)
« Reply #31 on: February 05, 2012, 03:57:05 pm »

Ok wow. Just downloaded this and got it working and setting up a custom games gives a LOT of options, especially if you choose the Erebus Continent map. What settings are you using/would you recommend?
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The moment the lever was pulled, somebody's pet kitten stepped onto the bridge. I read somewhere that if a cat falls more than 11 stories, it instinctively flares its legs out to increase air resistance. This slows it down enough to stick the landing with relatively minor injuries. In Dwarf Fortress, apparently, cats don't do that.

Solifuge

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Re: Let's Play Master of Mana (Civ4/FFH2)
« Reply #32 on: February 05, 2012, 05:10:54 pm »

I generate custom maps using Erebus Continent; it doubles the land size from traditional Civ map scripts, so I double the recommended number of AI players to compensate (besides, I like having neighbors to practice my curbstomping diplomacy). Generally I do Large, with High Cohesion/Low Sea Level for one big landmass, or Medium Cohesion/Medium sea-level for a series of snaking continents reminiscent of a jRPG overworld, with reduced chances of 1-tile islands. I leave the rest at default, unless I want to reduce deserts (using the Great Plains option, under Plains), or tweak something else.

As for gameplay, I turn off Cultural Victory and Epic Destiny (both can lead to dull endings to very long games), and run Flexible Difficulty (using Monarch), No Tech Brokering (you have to have researched a Tech. to trade it), Double Bonuses (increases starting resources to normal Civ amounts), and something flavorful like End of Winter, Last Days, etc. I'd like to use the experimental 3-Unit-Per-Tile rule, but only versus humans since it confuses AI pathfinding and stacking.

For this one I used the above with End of Winter, and a few custom tweaks of my own; all units with the Hero promotion can be resurrected once through spells (instead of just your Civ's designated hero; the Grigori don't have one) and every player starts with an in-game hero that represents their leader. In our case, we have Cassiel (that handsome wingless angel looking at the pigs in the last update).
« Last Edit: February 05, 2012, 05:16:44 pm by Solifuge »
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Xanatos Jr.

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Re: Let's Play Master of Mana (Civ4/FFH2)
« Reply #33 on: February 06, 2012, 03:16:00 am »

I vote for one tile north of the city ruins. They give a random bonus research event sometimes right? We'll get two of the dye plus all of the other stuff in the northeast of that map (if my memory of the city size is right), except for that red/orange mountain thing.

This sounds good.
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Bluerobin

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Re: Let's Play Master of Mana (Civ4/FFH2)
« Reply #34 on: February 06, 2012, 12:48:22 pm »

Hmm ended up just doing a quick start so I could get into a game. Got lucky and found a settler and a worker at two nearby villages, but was still dead last in the score rankings. I ended up losing one of my towns to lions and my level 8 or so local legend hero guy to more lions in the same turn and I hadn't saved (apparently civ 4 doesn't autosave by default :-\). Oh well, gives me a chance to start over with the settings you recommended :D.

It's really hard to get a good start when orc axemen and goblin archers start spawning in lairs nearby and all you have access to is warriors... maybe I'll make a beeline for axemen next game.

Edit: oh one more question. Is there a way to turn off the fancy city building list? The one that's separated by what role the buildings play? It's a little overwhelming. I imagine it's probably in the mod customization options somewhere... I should have a look.
« Last Edit: February 06, 2012, 12:55:04 pm by Bluerobin »
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The moment the lever was pulled, somebody's pet kitten stepped onto the bridge. I read somewhere that if a cat falls more than 11 stories, it instinctively flares its legs out to increase air resistance. This slows it down enough to stick the landing with relatively minor injuries. In Dwarf Fortress, apparently, cats don't do that.
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