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Re: Changing Man, wanting Zombies.
Precentage water = precentage area, not precentage provinces. Water provinces are larger, but fewer.
100 rugged, otherwise standard 20% water on a 300 province map yielded about 17, instead of the expected 60. I'll tweak ruggedness in the opposite direction, and then back to normal and then experiment with water levels. But my next two experiments are staying at 20% water, isolating just what Ruggedness does. Try 2: Ruggedness 0 gives me a map entirely full of water. Interesting. This may play a larger factor in the proper water distro than I expected. Try 3: Rugged 5 produces a nice looking map, with two size 10-15 lakes. So, about 10% expected no of sea provinces. Mark A Try 4: Rugged 5 produces a ridiculously water heavy map, where the water area is more like 40 or 50% than 20. Mark B Try 5: same. This time, one expected size, somewhat large (maybe 30) province lake. Try 6: Rugged 50. One frikkin huge water area- not as bad as the worst case of the 5 rugged, but a lot further from the 20% surface area than I expected. The number of provinces is fairly close, though. Other unmentioned ruggedness tests... The higher the ruggedness, the more reliably low the water count is. Maybe this has something to do with how the game draws the terrain, and not the provincial divide? A search turns up the same question, but no answers I can find. 30-40 sea, rugged produces favorite results so far. I'll experiment in different ways tomorrow. Such as 20-20. |
Potential Map
1 Attachment(s)
Here's a map I rather like the layout of. I'd like your opinions on it. But first, a disclaimer. Keep in mind that if I do use this map, I'll reduce the number of sea provinces, though not the total area of water.
P.S. Pooh. Can't upload a .7z seven zip archive. Uploaded map in .zip, lossy jpeg preview on xs.to. http://xs119.xs.to/xs119/07376/raw_map.jpg.xs.jpg |
Re: Potential Map
Looks fine to me. If you're going to reduce the number of water provinces all around. R'yleh shouldn't start anywhere in the left lake.
Jazzepi |
Re: Potential Map
Also keep in mind that the less "square" a map is the more map edge exists. Long maps like that mean that people will have less neighbors and directions to expand in.
I'm fine with it though if everyone else is. |
Re: Potential Map
Gah, sorry I'm gonna have to bow out of this one. I'm having trouble doing the turns for the games I'm already in, and a couple look like they're gonna take even more time in the near future. Have fun!
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Re: Potential Map
Best of fun to you, Baalz. We're open for Ctis, then.
I'm going to attach a mod-pack containing all the mods for the game, but first I'll just list the components and see if there's any objections or suggestions. Blessing Hotfix (a component of the Black Tome of Alisophocale The rest can be found in the The Mod List Worthy Heroes New Ulm, Iron Faith reborn Vaettihiem, Exiled Tribes Streamers and Standards |
Re: Potential Map
I heard from Sombre that Ulm Reborn mod already fixes the "undead bless" bug (since they have some blessable undead).
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Re: Potential Map
When are you planning to start this game?
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Re: Potential Map
@Lazy_Perfectionist
maybe you can change the thread title. Write something like "Game ready to start. One nation stil free to take (C'Tis)!" With your text "Looking to replace Ctis" people could think this is a running game and they have to replace a player. But this isn't the case. I would like to see this game starting. People will (and have) start to drop out if it takes too long to initialize. |
Re: Potential Map
In order to start the game, people need to start uploading their pretenders - less than half are uploaded so far.
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