cracker
Gil Favor's Sidekick
Finally finished. What a game.
I will be on the record that the Random Number Generator (RNG) totally suuuuuuuuuuuccks for tournament type games because it can be severely unbalancing. Last month in GOTM7, I got almost nothing out of about a dozen huts while using expansionist scouts. This month in GOTM8, I got settler-settler-warrior using a worker and warrior as the initial scouts and then LOTS of barbs and one tech.
In the long run this evens out, but it really can be a severe advantage swing that gets outside the balancing game. The yield from these first three huts gave me an insurmountable advantage in the game and just confirmed what path I was choosing to head toward victory.
I think that an option to select a flag that will cause the outcomes from the goodie huts to be randomly generated at the beginning of the game but then fixed according to the locations of the huts for the duration of the game should be included in the set up mode. It would be nice if this flag set the hut contents so that each player had the same possible outcomes if they found the same huts as another player.
I definately do not think that having one player get two settlers out of huts right off the bat results in a fair game play comparison.
I am saying this when I was the beneficiary of the golden eggs in this case.
Never got all the jungle cleared and my capital city was not in the top ten demographics because it built settlers and military units almost the whole game. At one point I was running about 90 workers. (the AI functions of "Shift-I" and "Shift-J" couldn't be used because they were written by a total idiot that never played the game).
This map seemed to be missing a few civs on the main continent because there was definitely a lot of open space on Otto's side of the continent. It would have been a different game, if the civ that would have been up north west of Berlin and the civ that would have been on the east coast (on the other side of the inland sea) would have been included.
I have some screen shots of the massive barbarian uprising in 270BC. When it occurred in the game, I had 6 villages go critical and spawn horsemen hordes all on the same turn and when I looked back at the data after all was said and done, there was actually 1 other horde that Libby had to deal with all on her own.
I still think that having all the villages go MENTAL on the same turn because they key off of one RNG is really inappropriate. It may seem to effect me more because of my style of play that tends to surround and contain the AI aggressors, but I still think it is wrong.
Something about the hordes spawning is not fully understood, because in this game I really had the barbs under control for the most part, and would just oscillate a set of horsemen or archers back and forth between two prime farming zones for barb villages.
When the big horde spawn occurred, I could swear it was not due to letting the barb villages just sit there for too long and fester. I am examining the log files to see if I can detect a pattern.
After the massive barb uprising in 270BC there was never another uprising and in the late game the number of barbs waned back from the early count of 3 per hut down to only one per hut by the time I settled Mickey Mouse's Ears. This seems just bass-ackwards to me. I saved the late huts to try an promote up a few cavalry to Elites, but there were so few barbs coming out by that time in the game, that it was hard to get promoted.
One thing I have noticed is that the routine the pops the barb warriors out of the huts seems to only pop out warriors proportionate to the available land squares around the hut. A hut on a pennisula tip rarely pops three warriors. I haven't seen the warriors pop out of the hut and land with three in one square. They always seem to be spread out in three different squares and this part of the program that finds where to pop the barb warriors may not be able to handle restricted land masses.
I'm going to run a test map that uses raging hordes and then surrounds the barb village with workers before moving a warrior into the hut, just to see what happens with the barb warriors that would get popped.
more later ...............
I will be on the record that the Random Number Generator (RNG) totally suuuuuuuuuuuccks for tournament type games because it can be severely unbalancing. Last month in GOTM7, I got almost nothing out of about a dozen huts while using expansionist scouts. This month in GOTM8, I got settler-settler-warrior using a worker and warrior as the initial scouts and then LOTS of barbs and one tech.
In the long run this evens out, but it really can be a severe advantage swing that gets outside the balancing game. The yield from these first three huts gave me an insurmountable advantage in the game and just confirmed what path I was choosing to head toward victory.
I think that an option to select a flag that will cause the outcomes from the goodie huts to be randomly generated at the beginning of the game but then fixed according to the locations of the huts for the duration of the game should be included in the set up mode. It would be nice if this flag set the hut contents so that each player had the same possible outcomes if they found the same huts as another player.
I definately do not think that having one player get two settlers out of huts right off the bat results in a fair game play comparison.
I am saying this when I was the beneficiary of the golden eggs in this case.
Never got all the jungle cleared and my capital city was not in the top ten demographics because it built settlers and military units almost the whole game. At one point I was running about 90 workers. (the AI functions of "Shift-I" and "Shift-J" couldn't be used because they were written by a total idiot that never played the game).
This map seemed to be missing a few civs on the main continent because there was definitely a lot of open space on Otto's side of the continent. It would have been a different game, if the civ that would have been up north west of Berlin and the civ that would have been on the east coast (on the other side of the inland sea) would have been included.
I have some screen shots of the massive barbarian uprising in 270BC. When it occurred in the game, I had 6 villages go critical and spawn horsemen hordes all on the same turn and when I looked back at the data after all was said and done, there was actually 1 other horde that Libby had to deal with all on her own.
I still think that having all the villages go MENTAL on the same turn because they key off of one RNG is really inappropriate. It may seem to effect me more because of my style of play that tends to surround and contain the AI aggressors, but I still think it is wrong.
Something about the hordes spawning is not fully understood, because in this game I really had the barbs under control for the most part, and would just oscillate a set of horsemen or archers back and forth between two prime farming zones for barb villages.
When the big horde spawn occurred, I could swear it was not due to letting the barb villages just sit there for too long and fester. I am examining the log files to see if I can detect a pattern.
After the massive barb uprising in 270BC there was never another uprising and in the late game the number of barbs waned back from the early count of 3 per hut down to only one per hut by the time I settled Mickey Mouse's Ears. This seems just bass-ackwards to me. I saved the late huts to try an promote up a few cavalry to Elites, but there were so few barbs coming out by that time in the game, that it was hard to get promoted.
One thing I have noticed is that the routine the pops the barb warriors out of the huts seems to only pop out warriors proportionate to the available land squares around the hut. A hut on a pennisula tip rarely pops three warriors. I haven't seen the warriors pop out of the hut and land with three in one square. They always seem to be spread out in three different squares and this part of the program that finds where to pop the barb warriors may not be able to handle restricted land masses.
I'm going to run a test map that uses raging hordes and then surrounds the barb village with workers before moving a warrior into the hut, just to see what happens with the barb warriors that would get popped.
more later ...............