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  #1  
Old August 8th, 2005, 09:45 AM
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Default Re: Chandrea AGAIN REVISED...

The latest (3.3) archive (.rar) is now available on my site for downloading.
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Old August 8th, 2005, 11:36 AM
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Default Re: Chandrea AGAIN REVISED...


Cool - thanks Arryn!
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Old August 8th, 2005, 12:07 PM
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Default Re: Chandrea AGAIN REVISED...


Hmmm. Having each nation get 12 heavy cav, 30+ heavy infantry, and 12 crossbows seems like it may be a bit unbalancing, since nations that aren't supposed to have solid troops, or aren't supposed to have good missile troops (or any, ie Abysia) are pumped up at the start. Almost any nation likely can, and probably should, attack an independent with an army on turn 2.

The free mages may have something of the same effect, boosting restricted magic nations like stock Ulm or New Era Pangaea quite a bit.

But on the other paw, since I view this as being a perfect map for 5-6 players, it might simply be that the extra starting troops & mages help people get into the thick of things player vs player wise more quickly.
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Old August 8th, 2005, 01:19 PM
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Default Re: Chandrea AGAIN REVISED...

First of all, deleting those troops from the mapfile is fairly easy, since it is all in one place inside the map file. For convenience, I attached an edited mapfile with starting locations being outside cities, i.e. each player starting without these troops.

That said, in the original mapfile these troops serve as defense for the cities, who should be focal points of the map. There is no other option to strengthen the defenders of a certain province. The population type does only influence the availability of recruitable troops, not the type and numbers of the actual defenders. Therefore I placed them by hand, which then leads to nations start with these troops.

However, I think this is fair as everyone starts with the same troops. Thus one gets a quicker start on even terms, which is something I do like (for having more than one starting province is not advisable on my map, as many cities are adjacent!). Furthermore those troops are easily available to anyone holding a fortified city anyway.

The mages were just added for fun. But now I think that they might balance things as well: I do not like it that finding a single magical site such as a library is such a huge advantage. So everyone gets two those independent wizards for free, boosting research a bit for everyone. (One might consider difficult research as well) Furthermore, their random paths cannot be taken into account at pretender creation, so a player has to adapt to what he gets and has to deal with these options (I really liked the randomly assigend predesigned-pretenders in the Shepherd's Scenario).

Also, I do like the idea that these three commanders are rather unique and thus present a nice prestige goal for assassins... Same holds for the Cavalary, or how do you obtain those again bearing your home province's name? I have fun by using them cautiosly and nuturing them to high XP as my pretender's elite bodyguard...

In the end, it's everybody's own choice whether to play with the troops or not: I like them, as long as nobody convinces me that they shift the balance in favor of the powerhouses Caelum, Vanheim, etc,..
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File Type: zip 372399-chandrea_v3-3_NC.zip (3.9 KB, 158 views)
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Old September 30th, 2005, 12:36 PM
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Default Re: Chandrea AGAIN REVISED...

VERSION 3.4:
Note that the chandrea3.tga remains unchanged, so find attached to this post only the altered .map file and a .txt file generated by CJN's mapinfo script.
  • All provinces feature a simple commander with #randomequip 2. Enjoy hunting the trinkets! (Assassins beware, for the commander always has a weak bodyguard.)
  • Cities have two sages and 20 X-bows instead of two wizards and cavalry. (Idea: The x-bows still make it a bit more difficult to capture independent cities; the priest-sages should compensate ill-luck with respect to early turn lab/temple loss as well as offsetting early library finds.)
  • Some minor corrections that I cannot recall
Have fun!

EDIT: Buggy file. Some commented-out stuff is still read by dom2. Fix in my next post!
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Old September 30th, 2005, 12:42 PM

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Default Re: Chandrea AGAIN REVISED...

Nice one Chazar...Nice to see the trinkets getting some playtime. I will enjoy having a go at this map.

Hats off to ya sir.

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  #7  
Old September 30th, 2005, 01:18 PM
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Default Re: Chandrea AGAIN REVISED...

Here is the corrected file. It's called 3.5 now.

PS: The two underwater locations do not have victory points assigned. This might annoy an underwater player, though the map hardly puts any underwater nation at a disadvantage. Nevertheless, it is easy to add the victory points if desired.
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