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 Post subject: Re: water, map, islands!!!!!
 Post Posted: Fri Apr 24, 2009 2:02 pm 
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Joined: Sun Apr 06, 2008 12:17 pm
Posts: 98
Hithlum wrote:
I am sorry, a mono DL deck with Glimpse of Greatness and ghost ship? how is that playable?
First of all I didn't say anything else about how the army was constructed other than it was a mono dl army with those 3 cards. I just pointed out that it was possible to build your army and take your precautions to make sure that you would be able to deal with random situations such as the rare "surrounded by water" scenario.

Second of all: Ghost Ship on it's own is actually fairly good! So the only thing you could be complaining about is the glimpse of greatness which you could have other reasons for including in the deck.
Glimpse of Greatness is a fast and cheap way to go from 1 or 2 to 3 dl domains which would allow you to use cards such as Agent of death, Lord of Chaos, Barbed Necrath, Naga Sentinell, Volcanic Phoenix, Claimed with Blood, Soul Plague etc...

Rithig, Titan Pariah could be used in a mono dl deck with glimpse of greatness. If you want back up cards that could get Rithig into play, then consider using Alabaster Pantheon and Astridian diplomats...

It is perhaps not be often that you see Glimpse of Greatness in a mono deck, but it is a very useful card, even in mono decks.


~Wicked~


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 Post subject: Re: water, map, islands!!!!!
 Post Posted: Fri Apr 24, 2009 3:33 pm 
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Joined: Tue Nov 04, 2008 12:05 am
Posts: 385
Location: South of Sanity
I think they are focusing on the Gilligan Syndrome, not on building a playable deck... They just want to figure out how to get off the island. But we still haven't seen the image of the map to give an idea what he was really up against.

OP: Look up the "Worst Terrain Screws" thread for some other pictures that were overcome.


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 Post subject: Re: water, map, islands!!!!!
 Post Posted: Fri Apr 24, 2009 8:13 pm 
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Joined: Sat Feb 28, 2009 4:57 pm
Posts: 40
MistStlkr wrote:
OP: Look up the "Worst Terrain Screws" thread for some other pictures that were overcome.


There you can find Altren with a nice Dwarven Hall completely surrounded by water.
Round 1. Altren resign. And we are talking about Altren, not an unskilled player :) But maybe it was long time ago and now things would be different :lol:

This never happened to me but I guess I'd do the same :roll:

Anyway, I have no clue about programming and how the algoritm is implemented but... would it be possible, once the map is created, to check for the flux hexagon (and for all adjacent hexagons where you could spawn the first building) if any of them is surrounded by water and in this case changing just one of these surrounding hexagons to a plain?

You still would be left with the possibility of starting just on a bigger island... but well, it gives you more chances than a single space one.

Faxos


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 Post subject: Re: water, map, islands!!!!!
 Post Posted: Fri Apr 24, 2009 10:00 pm 
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Joined: Tue Jan 08, 2008 2:07 am
Posts: 1045
Ok we'll change it a bit to make sure you are not completely screwed in the beginning.


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 Post subject: Re: water, map, islands!!!!!
 Post Posted: Sat Apr 25, 2009 12:52 am 
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Joined: Sat Nov 01, 2008 4:29 pm
Posts: 254
jed wrote:
Ok we'll change it a bit to make sure you are not completely screwed in the beginning.


Why? Sometimes shit happens. People need to get over it.

_________________
-Minds


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 Post subject: Re: water, map, islands!!!!!
 Post Posted: Sat Apr 25, 2009 5:45 am 
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Joined: Tue Nov 04, 2008 12:05 am
Posts: 385
Location: South of Sanity
mindstheatre wrote:
jed wrote:
Ok we'll change it a bit to make sure you are not completely screwed in the beginning.


Why? Sometimes shit happens. People need to get over it.



Quoted for great justice. You ever notice that the people who bitch about that are always either new players or ones that don't stick around?


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 Post subject: Re: water, map, islands!!!!!
 Post Posted: Sat Apr 25, 2009 6:48 am 
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Joined: Wed Feb 04, 2009 9:47 pm
Posts: 86
I have 2 things to add to this discussion:

1) Tkx Jed. :D. We appreciate the hard work you are doing with this game.

2) I cant post pictures how is it supposed to work

;)


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 Post subject: Re: water, map, islands!!!!!
 Post Posted: Sat Apr 25, 2009 3:00 pm 
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Joined: Sun Nov 02, 2008 10:04 pm
Posts: 348
as far as programming is concerned, it's a fairly simple matter to check to see if the hexes around the starting flux well are a small island. if that comes back true, just regen the map until that check comes back clean. no huff no fuss.

I see no reason not to change it. it's frustrating, it's silly. and yes it does sometimes cause people to tune out the game.


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 Post subject: Re: water, map, islands!!!!!
 Post Posted: Sun Apr 26, 2009 10:53 pm 
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Joined: Sat Nov 01, 2008 4:29 pm
Posts: 254
I mean Mist, to be fair, I haven't actually played in weeks if not months. But I still count myself as a 2nd-waiver in TFW.

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-Minds


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