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-   -   Scenario: World of Geometry (337 prov) (http://forum.shrapnelgames.com/showthread.php?t=36875)

lch November 18th, 2007 11:12 AM

Re: World of Geometry (337 prov)
 
Province 36 is no cave.

WraithLord November 18th, 2007 12:46 PM

Re: World of Geometry (337 prov)
 
Kewl http://forum.shrapnelgames.com/images/smilies/happy.gif

Twan November 18th, 2007 05:33 PM

Re: World of Geometry (337 prov)
 
1 Attachment(s)
Version 0.3 :

- corrected 2 or 3 wrong terrains
- corrected a wrong command used to give bonus picks to the mages of special garrisons ("magic_xxx" doesn't work it's "mag_xxx"), they should now be better
- given the best indie mages a booster instead of one of their levels (more loot http://forum.shrapnelgames.com/images/smilies/happy.gif
- added new special garrisons or bonus garrisons in all the remaining underworld provinces and all provinces of the circle of mountains surrounding the central plain
- added an heretic mage in each province of the central plains

0.31
- corrected the missing neigbour Daynarr has found

Daynarr November 18th, 2007 06:44 PM

Re: World of Geometry (337 prov)
 
Another note, provinces 45 and 57 should be connected, at least border suggests so

Twan November 18th, 2007 07:06 PM

Re: World of Geometry (337 prov)
 
Thanks, added #neigbour 45 57 .

Twan November 19th, 2007 08:43 AM

Re: World of Geometry (337 prov)
 
In the next version I'll try to balance more the garrisons with big monsters (boost a little the ones with the weakest creatures - I think the easiest encounters are with Manticores, insufficient prot. for a beast going to fly alone and attack rear ; and Scorpion Kings, insufficient hp even if prot. is good).

konming November 20th, 2007 03:56 AM

Re: World of Geometry (337 prov)
 
The four gateway provinces do not have "gateway" "nexus" etc, which makes them kind of useless. Maybe that's because you used #knownsite instead of #knownfeature?

Twan November 20th, 2007 08:04 AM

Re: World of Geometry (337 prov)
 
Argl sorry I've probably not used the good version to make the last one, as I remember to have changed the "knownsite" commands sometimes ago.
So some other fixes have probably disappeared in the last version as well. http://forum.shrapnelgames.com/images/smilies/frown.gif
I'll try to verify all map commands, connections and terrains and post a new one.

(edit : in fact I forget to copy many changes I've made only in my test encounters version - was using a map file with a starting army to test the strength of my garrisons faster, and I've stupidly fixed some errors in it without copying the fixes in the released version http://forum.shrapnelgames.com/image...es/redface.gif )

Twan November 20th, 2007 12:30 PM

Re: World of Geometry (337 prov)
 
1 Attachment(s)
Version 0.4

It's probably not the definitive version (changes to the garrisons need testing) but as there were errors in the last, I release my actual one.

Fixes :
- re-verified the map and corrected some neighbour errors (removed 193 198 added 122 137)
- all knownsite -> knownfeature
- all "(monster name)s" --> "(monster name)"
- the "flying cow of pharaex" was a kraken instead of a shedu http://forum.shrapnelgames.com/images/smilies/happy.gif (and died in turn 1 in its land province)

Other changes :

- bonus for the weakest big monsters and the keepers of the gateways : an heroic ability for many (they get some starting xp but not too much, so players should be able to have heroes by turn 3 or 4), + 2 wyverns bodyguards for manticores, + 2 scorpion men bodyguards and 3 scorpion beast units for scorpion kings

- all big monsters garrisons get a telestic animate with blood 1 but no slaves (the goal is to avoid the auto rout phenomenon - the human mages were sometimes exhausted very fast, the magic beings dissolved and the big monsters even if still alive and not tired were auto routed due to the resulting 75% losses) - telestic animates also keep their holy powers (armies of skeletons were too good against my garrisons with no priest) and the ones of gateways provinces get holy 3 to smite a little

- human and aquatic bonus garrisons recieve some indie priest(s) as well (sea fathers for seas) ; cities get a bonus of 20 heavy infantry + a mage from their sites

- many of the v0.3 bonus garrisons toned down, they were often more efficient than the ones with big monsters (the Black Towers with a demon summoner get 3 demon knight as starting units but no longer are in addition with normal troops ; many other have a little less units)

- the commanders of special garrisons of the same type now get different items, so no garrison is exactly like another ; globally fewer items per garrison but more powerful

- less gems for indie mages globally

- + 1 bonus site per gateway province, all schools now have a bonus somewhere (and conjuration in all gateways)

- a little less population in the starting areas

konming November 20th, 2007 01:15 PM

Re: World of Geometry (337 prov)
 
With so many "Black Tower"s it would be quite unfair to blood nations. Now everyone can blood hunt effectively and for cheap.

Also about the mountain circle provinces, why do some get sites while others do not? There are no logical or balance reasons for it.

Some cave provinces are still not balanced. (Starting from some positions, you can get great sites very soon into the caves, others will get no sites in many steps).


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