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Chris 62
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But I'm feeling MUCH better now
Jan 2001 time: 00:20
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Well, I'm as active as any in PBEM (see the Spanish forum, we have games going over a year and a half there), so I'm as qualified as any to comment on this.
For a good PBEM scenario, you must have at least 4 fairly even civs, powerful AI civs are fine, the players will destroy them over time anyway.
The Tech tree MUST be free of error, or it's very bad, especially if you devote a year to a game and find a stupid mistake (this is another matter, I find a LOT of scenarios aern't tested properly before release, they have errors that a few play tests would reveal, yet nothing is done).
Time period is a factor also, and I find that including a spy/diplo is a very BAD idea in PBEM games.
Just my 2 cents.
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JamesJKirk
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Dixon, CA USA
Jan 1970 time: 21:20
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I don't think the forum should move. I'm happy with it here, and as it stands now, SL would probably die sans all the PBEM games.
I think the two things I think most important in pbem games are balance between the civs and choices. This is the reason that Exile's AOW and Imp1870 are played by so many. They're both at a time where no power can completely dominate another. This necessitates an alliance system, and backstabbing, and all that fun stuff. They're very easy games to really get in to. I prefer these more open-ended type games rather than those that start out in the middle of a full-scale war.
In regards to events, I prefer carrot & stick type events (ie "For doing that you get this" and "Because you did that, you're punished with this") as opposed to one's reliant on turn #. This pretty much lets everyone have access to the events, so it's good for mp.
I think 1 AI civ is acceptable, and 2 should be the absolute maximum. It's nice to have the small nations represented, but they, without fail, just turn into huge areas for powers to expand into relatively unchecked. While there's always fun negotiating and power plays involved, I don't like that this comprises most of the early turns of a game, and then suddenly there's nowhere left to carve up. Although perhaps that's most historical, in a global sense.
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Chris 62
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But I'm feeling MUCH better now
Jan 2001 time: 00:20
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quote: Originally posted by Boco
Chris, I don't know who's snubbed you, but I doubt your post here is being ignored. Watch out, you sound like an ideal playtester. | Thanks, I have done a bit of it for Bebro, Stefan Hartel, Kobayashi, Exile, John Ellis, Jesus Fernandez, ect.
I also write scenario reviews at civfanatics as AoA, so it's not like I have no concept of scenario design.
But I have noticed that several times I offered the league help with the web site and other matters I got a zero answer, so I no longer bother.
SP requires detailed events files and augmenting the AI's forces, MP requires an even playing field for several players, and most scenarios are not suited to it.
PBEM can handle large Nemo-like scenarios rather well, but the main problem is player comitment, finding people to stay over a year and more is problomatic at best, I am part of a dedicated group, but it is rare.
One thing though, a PBEM game is NOT a good place to playtest a scenario for bugs, most players are trying to win, not looking for errors, and many games don't get past 20 turns, whereas most errors are found at the back end of the tech tree, or in things the designer never intended, and aern't seen till the middle or late game.
I'm sure we have all enjoyed some scenaio only to have some flaw ruin many hours of play, such as the dreaded freeze up caused by the AI having nothing to research (This is the most common error, usually brought about by having techs given in the events file too late, or the player misses the trigger, and the error cannot be corrected), or a seeing a unit is unbuildable because it's domain is incorrect, ect.
Sometimes the mistake is in HP ratio, this one is also fairly common, and can ruin a game.
Case, one turn per week is rather slow, we manage 3-5 turns per week in some games.
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Exile
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of the Benighted Realms
Sep 2000 time: 23:20
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Techumseh,
When I first put together the events file for AoW, it was designed to augment the historical accuracy, yet not "straightjacket" the players. That original file worked ok for SP (to an extent). But the initial comments from the first people playtesting it in MP made me realize that several events were not really needed, and, given the rather wildly ahistorical diplomacy in the MP games, another event file, created specifically for MP, was a good idea. So I simply pared down the original events file and then included it with the scenario, along with instructions for its use. It's what is now used in the AoW PBEM games now.
On another note; In response to Case's comment about slow moving units. I submitted a revised copy of AoW to JayBee and, AFAIK, this new revised version is up and available on his site now. In it, the naval movement rates are very much increased. There are some new graphics as well, and the scenario has been generally "cleaned up."
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