Thread: Scenario World of Geometry (337 prov)
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Old November 24th, 2007, 09:30 PM
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Default Re: World of Geometry (337 prov)

Version 0.5

New version of worldofgeometry.tga, with many special sites shown (most of the added mages and summoning sites have a little picture on the map). The .tga (with the new .map file) is attached to the first message of the thread.

Only two connections have changed : 94 is now neighbor of both 83 and 89 (to respect the symetry with 266 neighbor of 276/277) and there are now ports connecting caves 19 and 5 (to solve a balance problem : the player starting in 32, only neighbour of the sea nations in the caves, had less possibilities to expand in the underworld)

Except that, the terrains and connections are the same, so you can use the old tga if you don't want to download another big file (only the new version of the .map file is attached to this post).


Fixes :

- all deep sea caves -> deep seas (to avoid land sites or poptypes on them)

- an area of the caves (SW of the map) didn't have the special garrisons/sites other regions had

- #knownsite "Troll Pitt" didn't work as their is a land (272) and a sea site (433) with the same name ; replaced the "" by sites numbers

- some sea random garrisons were bugged and drawned (don't know why... anyway all I've found have been replaced by others)


Other Changes :

- distribution of special sites redone : the circle of mountains provinces get some "enter to summon" sites but no (added) indie mages sites ; there is 1 indie mage site and 1 site to recruit interesting units (usually trolls or troglodytes) in the caverns per land player ; there are 2 mages sites per sea player but as all only have water mages it's not a big advantage for sea nations ;

- note that "many sites" provinces have no added special sites (but more chance to have some to find) and provinces with special sites have some known ones but only normal chances to have more

- new special sites get adapted garrisons

- a new kind of special garrisons : the players are no longer the only exiled out of the circle of mountains : worshipers of all the pretender gods enslaved by Pharaex are there too : 24 new garnisons added, each one using the units of one nation (20 EA nations and 4 LA have been used). These little armies are established at the choke points between players, making a little harder to cut the road of your neighbours to the central plain. All players can conquer a realm of 12 or 13 provinces without having to fight a special garrison, the land players having 13 provinces in this "potential realm" have a little less pop in their starting area.

- some little changes for big monsters garrisons (2 or 3 of the weakest get some magic powers back, some more bodyguards, some bonus units removed for the best, some monsters exchange their place to balance players roads to the gateways)

- many provinces get a non random name to avoid repetitions

EDIT : V0.5b

There were 2 missing neighbours (53 87 and 213 217).

EDIT : attachment removed (next version available in the next page of the thread, or first message)
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