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On November 09 2016 12:20 MrGameTheory wrote: We began working with the team behind the popular Fruity MOD to develop a Blitz MOD and competitive map. We are going to release the new MOD/MAP in the next couple of weeks. We are then going to host a cash prize tournament shortly after the release. Since there was no set team play available we are taking a little extra time before we announce the new Civilization additions to the team. We will provide an update on the MOD next week and we are going to allow 10 MOD play testers to try it out before public release. Please send me a message on steam if you are interested in play testing this new MOD.
How long is the average week in TL land? First the initial announcement, then your post... I really get the feeling we have a different understanding of how long a week is.
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I don't understand. TL makes an official announcement and then... just nothing happens. Just let us know what the status is!
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United States332 Posts
The new patch probably didn't help with the mod they are working on.
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Northern Ireland22203 Posts
On November 23 2016 18:42 mahrgell wrote:Show nested quote +On November 09 2016 12:20 MrGameTheory wrote: We began working with the team behind the popular Fruity MOD to develop a Blitz MOD and competitive map. We are going to release the new MOD/MAP in the next couple of weeks. We are then going to host a cash prize tournament shortly after the release. Since there was no set team play available we are taking a little extra time before we announce the new Civilization additions to the team. We will provide an update on the MOD next week and we are going to allow 10 MOD play testers to try it out before public release. Please send me a message on steam if you are interested in play testing this new MOD. How long is the average week in TL land? First the initial announcement, then your post... I really get the feeling we have a different understanding of how long a week is. i mean he said a couple of weeks, which is 14 days, so really it's only been a couple of weeks today. then add the natural time dilation effects of the internet, and i'd say they still have a week before you should getting impatient
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LOL 'natural time dilation effects of the internet'
You make it sound like using the Internet can stretch or shrink time.
However, there might be some truth to it, because there are times I've procrastinated on FB/YT/TL which I assumed was only a few minutes, but actually was several hours.
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On November 24 2016 01:56 ahswtini wrote:Show nested quote +On November 23 2016 18:42 mahrgell wrote:On November 09 2016 12:20 MrGameTheory wrote: We began working with the team behind the popular Fruity MOD to develop a Blitz MOD and competitive map. We are going to release the new MOD/MAP in the next couple of weeks. We are then going to host a cash prize tournament shortly after the release. Since there was no set team play available we are taking a little extra time before we announce the new Civilization additions to the team. We will provide an update on the MOD next week and we are going to allow 10 MOD play testers to try it out before public release. Please send me a message on steam if you are interested in play testing this new MOD. How long is the average week in TL land? First the initial announcement, then your post... I really get the feeling we have a different understanding of how long a week is. i mean he said a couple of weeks, which is 14 days, so really it's only been a couple of weeks today. then add the natural time dilation effects of the internet, and i'd say they still have a week before you should getting impatient
He said: "We will provide an update on the MOD next week"
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The Liquid Mod is almost complete. We are currently play-testing the second version of the Liquid Mod and should have a final version by next week. We also beat Firaxis to developing a mirror map.
Here are a list of several of the changes in our MOD:
* Anti-Cavalry units (Spearmen, Pikemen) now have +20 vs cavalry (up from +10) * Archers now have 10 melee strength (down from 15) * Chopping jungles, marshes, and forests is at 80% of the normal value. * [Bug Fix] Player-based Global Production Modifiers (like God of the Forge) now only affect YOU globally instead of all players. * Horsemen now have -12 Combat Strength when fighting cities and districts * Farms provide +3 Food * Mines provide +3 Production * Pastures provide +1 Production and +2 Food * Irrigation improvements provide +1 Food and +3 Gold * All Civics cost 25% less Culture to research * All Units available from the Medieval Era and on cost 50% less Production * All Technologies cost 25% less Science to research * Scouts have 15 combat strength (up from 10) * Policy Cards unlocked by researching 'The Enlightenment' Civic (Rationalism, Free Market & Liberalism) now give 5 times their respective bonus. * Walls and Encampments have 50% HP. * 300% Great Person Point Generation for all types of Great People. * Turn Timers are now 30 sec base + 1 sec per unit + 6 sec per city. * All Districts cost 25% less * Temple provides +10 gold +10 faith * Colosseum provides +10 Amenities to city * Amphitheater provides +10 Amenities to city * Art museum provides +10 Amenities to city * Stables provides +50% experience to mounted units built in the city * Barracks provides +50% experience to melee units built in the city * Armory provides +50% experience to all units built in the city * Market provides +10 gold * Library provides +10 beakers * University provides +25 beakers * Workshop provides +10 production * Shrine provides +10 faith * Lighthouse provides +3 gold for each ocean tile used. * Granary provides +10 housing * Water mill provides +5 production * Harbor (and English Royal Navy Dockyard as well) provides +20 gold * Aqueduct provides +10 housing (Roman Bath +10)
LIQUID MAP V1 * Set starting locations. All start locations set to plains hills (required because without it sometimes people were on oasis and sometimes not, which couldn't be mirrored properly). * Removed all advanced options start position, temp, rainfall etc * Added a new advanced option called Rivers. Rivers can either be enabled or disabled, if enabled they will spawn randomly across the whole map (they can't be mirrored currently). * City states removed. * Goody huts disabled. * Barbarians disabled.
This is a Blitz mode version of Civ VI. We are removing several luck factors and dramatically speeding up the game. The Liquid Mirror Map is the shape of a giant Hex with a smaller hex 8x8x8x8x8x8 located in the center. Each civ will spawn on each corner of the small hex. This map is ideal for a 6 person ffa, 3v3, or 1v1. We are also trying to be first to get a stable 3v3 game running.
After the release of the Liquid Mod, we are going to attempt to add several more updates gradually.
Here are just a few of the updates we are gradually making:
Civ IV City Elimination: If a player loses x amount of cities then their entire empire is instantly destroyed Technology or Culture victory if one player on a team has 5-10 more technologies or civics than the highest on the opposite team. Ability to ban 1-3 leaders per game. Spectator Mode where a 7th player can broadcast the game with no fog of war. Balanced leaders: We love the random leader option, but unfortunately, the leaders are not even close to balanced. In attempt to bring back random leaders we are looking to make dramatic changes to the leaders gradually and may even limit the total amount of leaders that are enabled in the MOD. For Example:
Gorgo - Combat victories provide culture equal to 100% of the combat strength Hoplite get + 20 strength if there is at least one adjacent hoplite unit. Acropolis - Citizens yield 10 culture
Gandhi - Satyagraha + 50 faith Varu - 4 movement points - +15 strength Stepwell + 10 food and +2 Housing if adjacent to holy site. +5 food if Adjacent to a farm + 10 faith at Feudalism + 20 food at professional sports
Japan - Hojo Tokimune - Dramatically increase district adjacency bonus to +15 Divine wind - Land units revive +15 combat strength in land tiles adjacent to ocean or lake. Samuri - +15 strength
Russia - Extra territory upon founding cities - Give the full 3 tiles of culture The grand embassy - +25 science + 25 culture Cossack - 75 strength 5 movement 330 production and gold - 5 gold and +10 if fighting in or adjacent to home territory Lavra - Border expands 10 hexs when a great person is expended in holy site.
China - Qin Shi Huang Dynastic Cycle - 85% Eureka and Inspiration 25% charge on speeding production Crouching tiger +15 strength Great wall - +5 gold for each adjacent great wall
Saladin - Starts the game with a great prophet +25 science for each foreign city with religion Righteousness of the faith - 50% enhanced Mamluk - 4 movement 65 melee strength 180 production Madrasa - + 25 science
Teddy Roosevelt - Founding fathers - Earn legacy bonuses in 85% the usual time Roosevelt Corollary - Units receive +5 combat strength +25 appeal to all tiles in a city with a national park Rough Rider +25 strength Film studio +250 tourism P=51 Mustang - +40 attack against fighter aircraft
Trajan - All Roads lead to Rome - +25 gold Legion + Chops all trees and jungle Bath and Aqueduct - + 10 housing + 3 amenity
We are allowing an additional 5-6 play-testers a chance to test out the Mod/Map so if you are interested then feel free to send me a message on steam. https://steamcommunity.com/id/MrGameTheory
Because we are making several dramatic changes we will be gradually making additional balance changes as we progress through the play-testing, but we are looking at average games that are 25-50 minutes in length :D
And then the ultimate goal is to some how, some way, create a single standard esport setting and build a rank system into the MOD
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and still nothing, honestly this feels like it's becoming a joke.
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you don't just go and make a game changing mod and ensure that it is fairly balanced as well and fun to watch on top of that overnight.
still not sure if overly ambitious and if it will be fun to watch, but:
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On December 02 2016 22:53 disformation wrote:you don't just go and make a game changing mod and ensure that it is fairly balanced as well and fun to watch on top of that overnight. still not sure if overly ambitious and if it will be fun to watch, but: The original announcement didn't even mention creating a mod, but I'm not asking for overnight just something close to the times that TL gave us or a more official update on what is going on.
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On December 02 2016 22:55 Ansibled wrote:Show nested quote +On December 02 2016 22:53 disformation wrote:you don't just go and make a game changing mod and ensure that it is fairly balanced as well and fun to watch on top of that overnight. still not sure if overly ambitious and if it will be fun to watch, but: The original announcement didn't even mention creating a mod, but I'm not asking for overnight just something close to the times that TL gave us or a more official update on what is going on. fair points, especially the lack of updates one.
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It's pretty much what most people suspected: when you have to rebuild the game in order to have a chance at a somewhat interesting spectator experience, the game might just not be esport material. I'd really be curious who thought this would be a good move, and why.
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This seems as good of a time as any to mention that it's still a complete joke.
We will sign more Civ players and host a tournament
Oh we actually won't sign more Civ players yet
We can't host a tournament until we make a mod which we for some reason need but never actually mentioned in the first place
The mod is coming soon
The mod is coming next week
*crickets*
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Two months since the initial announcement. You know TL, it's a matter of both professionalism and common courtesy to give an update if a project is heavily delayed or even fails. You don't just remain silent and hope everyone has forgotten.
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On December 23 2016 23:44 Scorch wrote: Two months since the initial announcement. You know TL, it's a matter of both professionalism and common courtesy to give an update if a project is heavily delayed or even fails. You don't just remain silent and hope everyone has forgotten. Wow it hasn't hit me until you said it but it's actually been two months... This whole development is really un-TL like. Hopefully there will be an update from the brass.
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Most of the Civ streamers I watch have gone back to 5, not sure what will happen with this competitive Civ 6 stuff.
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did this thing get Gandhi'ed or what
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On December 23 2016 23:44 Scorch wrote: Two months since the initial announcement. You know TL, it's a matter of both professionalism and common courtesy to give an update if a project is heavily delayed or even fails. You don't just remain silent and hope everyone has forgotten. Still better than what happened with TLS4
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