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Post by Canucksoldier on Nov 10, 2006 16:33:52 GMT -5
I was allways a fan of adding some "small" events ide; so that every timeframe of ccc weekend is covered and that every1 in clan can play, but then these additional events d really screw small clans and the pointing system You could take the other side of this arguement as well, limiting the CCC events to favour smaller clans penalizes clans that chose to be larger. Remember the CCC is not just about what clan can play the events the best but about what clan can organize themselfes to cover the events best as well. CS
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Post by Canucksoldier on Nov 10, 2006 17:23:57 GMT -5
some OCC games might be nice since they are becomming more popular than ctons at the moment I agree, we certainly could add a 0CC to saturday, it is becoming a staple ladder game, there is room on saturday for a 4th event like we once had or worse case replace one of the other matches. I'd also be ok with moving a team game to friday and moving the 1v1 or cton to saturday to give the clans different options and allow some players to play other matches that they couldn't before. CS
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Post by swissy on Nov 10, 2006 17:29:32 GMT -5
on the cton issue, I think the big cton with all 13 clans would be much more fun and thrilling and see nothing wrong with it probabaly will be around 10-11 clans when it starts anyhow which is a decent number, much more fun than playing two games I see big problems. The new code included in the patch has brought back the retire bug. I have seen it twice; once in a non-ladder TBG 3v3 where a player got cap taken on turn 20, once near the end of a very laggy ladder cton that had to be reloaded to play on. Also, I'm encountering noticeable lag from game start in games with 9+ players, FFAs and ctons. These games have no player with more than 200 ping to me, so I do not see why it lags, especially before seeing hardly any of the map and no contact with others. Not to mention the 2min+ timing out to vote screen that happens when players drop now.
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Post by swissy on Nov 10, 2006 17:36:07 GMT -5
For OCC I'd like to see the civ3 rule of no plant until turn X return. With the OCCModMap this could have x=3 or 4. The resources may be equal on these map but the spread sometimes put a player at a disadvantage, especially if his initial vision is limited by bad scout/explorer start place of blocked by forest/hills.
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Post by Canucksoldier on Nov 10, 2006 18:32:27 GMT -5
I don't see a problem personally with a 3 turn no settle rule, that is 6 squares that can be covered in a Civ4 settler.
CS
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nicoya1
Warrior
Tourney Director
C4PTD
Posts: 253
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Post by nicoya1 on Nov 10, 2006 23:08:01 GMT -5
id liked to an occ added to the friday or sat roster and like stated by others to have a 3 or 4 move settle rule. even in occ mod map the items can by spread out in a wierd way.
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Post by MMV on Nov 11, 2006 17:59:00 GMT -5
the "no settle" for 3 turns....
with the maps (as a rule) putting everyone equidistance from each other (land well distributed) every time you move your settler, your moving it closer to someone and farther away from someone else.
it's only inevitable that eventually (during the 3 turn moving stage) that two settlers will be moving closer together hence a NEW resoucre distribution problem as well as lower overall score for those two players (early combat, etc)
and the opposite holds true when during the three turn moving of settler, you're giving someone else more room.
I believe that one reason the current C4F mod was created so that you wouldn't HAVE to move your settler for good resource distribution.
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Post by Canucksoldier on Nov 11, 2006 22:28:08 GMT -5
Well giving people options can never be bad, they can explore for 4 turns and decide to settle exactly were the game started them, or move knowing they may be closer to a neighbour, it's always going to be a calulated risk. Such is Civ.
CS
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Post by deviousdevil on Nov 12, 2006 0:42:27 GMT -5
Space race in the future event...gah, I'll have to practice with that option on. My dislike of such an option and as such why in the many Captain FUTURE games hosted by EBD it hasn't been on is that it rewards too fully those with the better land and production. If you have to build military and duke it out then production and ablility to use troops effectively comes into play...put in space race and the side with higher productivity can sit back for the win rather than having to go out and win it. Plus I like the nuclear exchanges...my nukes are legendary for evading the SDI and EBD's and Mewtha's do not
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Post by MMV on Nov 12, 2006 8:41:13 GMT -5
one person starts with scout/settler - the other starts with warrior/settler
warrior/settler moves (blindly) 4 moves closer to scout/settler - they both plant - end of game for scout/settler.
again, the C4F OCC Mod map took care of this situation so there should be no need for "tweaking."
Please change this rule
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Post by swissy on Nov 12, 2006 10:12:23 GMT -5
again, the C4F OCC Mod map took care of this situation so there should be no need for "tweaking." The OCCModmap is anything but fair. The equity in strategic resources makes the distribution of food bonuses more important. OCC is all about population, one city so the more people you have the more you can do with moving around worked sqs and making specialists. I started a OCCModMap game with one wheat on plaines, 2 jungle/sugar and 3 seafood within 3 of my start spot, Problem was if I went coastal I lose my horses and copper until 3rd expansion(classical start). So, I played with only one food bonus resource until calendar, needless to say I lost as I never got to double figure population before my neighbor with size 16 city crushed me. The one thing I despise in this game are games that are totaly loss at launch. Ive had about a third of my games on the OCCModMap be lost at launch due to food distribution. The "equality" of the OCCModMap is what makes it unfair, your opponents are assured of getting horse and metal so the ability to grow your population is the only variable. Grass/banana and grass/corn may be equal once improved, but the player with the corn will have his improved many turns before the player with bananas.
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Post by markweston on Nov 12, 2006 10:50:35 GMT -5
Well giving people options can never be bad, they can explore for 4 turns and decide to settle exactly were the game started them, or move knowing they may be closer to a neighbour, it's always going to be a calulated risk. Such is Civ. CS Well actually I'd say giving people options that are cost free is bad in a strategy game. In a normal game, you have a trade off between wasting a turn or more while you explore for a perfect city site, or settling now with whatever you've got. Both options have costs and risks, and you have to make a decision that's sometimes difficult. The four-turn settler rule simply gives you a risk-free way of perfectly optimising your city placement. Decision-making should be difficult in a strategy game; that's the whole point.
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Post by swissy on Nov 12, 2006 16:41:05 GMT -5
The four-turn settler rule simply gives you a risk-free way of perfectly optimising your city placement. Decision-making should be difficult in a strategy game; that's the whole point. The random way the map generator places the initial unts gives some players a risk-free overview of their start area. But, not all players. The delayed start compensates for some players getting lucky on what is suppose to be a luck-free map due to the manditory resources in start area scripting. Seeing the start area and placing your city is the most crucial decision in OCC. For some players to get additional information due to random unit placement is a big advantage in a game where the city plant totaly decides the direction of your game.
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Post by MookieNJ on Nov 12, 2006 17:06:05 GMT -5
At least with the game on Classical you get a Scout, an Archer, a Worker, and your Settler to move around. You can get a decent overview of your land after a turn or two max. I don't mind the waiting rule as with Blazing timer you don't have a lot of time to really evaluate your land ... last night I played an OCC game and actually didn't plant on the first turn even though I could because I simply ran out of time while looking at my land . I don't mind an extra turn or two here to make sure you place it right without falling too far behind ...
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