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July 13th, 2011, 12:08 PM
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Sergeant
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Join Date: Jan 2010
Location: Michigan
Posts: 251
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Thanked 13 Times in 8 Posts
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Re: Nations - MA, CBM 1.6, max lvl 6 magic, NI, Assimilation mod - Design Pretenders
I think you have a good point about the center area, Valerius. Fixed start locations sound good to me. But, like you, I'm flexible.
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July 13th, 2011, 01:04 PM
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Major General
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Join Date: Mar 2007
Posts: 2,046
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Thanked 215 Times in 77 Posts
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Re: Nations - MA, CBM 1.6, max lvl 6 magic, NI, Assimilation mod - Design Pretenders
Ok, since it didn't appear anyone had downloaded version 2 of the mod yet I took the opportunity to make a version 3. The only change is moving Pan's carrion summon from level 3 to 5 (seems reasonable that the better version require a higher research level).
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July 13th, 2011, 01:22 PM
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Major General
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Join Date: Mar 2007
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Re: Nations - MA, CBM 1.6, max lvl 6 magic, NI, Assimilation mod - Design Pretenders
Here are some possible start locations. I think it leaves at least 4 provinces between caps. Of course I would take it with a grain of salt since I botched the start locations in Battleground and LDiCesare ended up fixing them.
But I think the idea of leaving the middle area open and starting everyone on the sides is good, either with fixed starts or just setting the middle provinces as no starts. And if we do this there will be no need to change province borders in the middle provinces.
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July 13th, 2011, 02:34 PM
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Corporal
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Join Date: May 2006
Posts: 121
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Re: Nations - MA, CBM 1.6, max lvl 6 magic, NI, Assimilation mod - Design Pretenders
It was just poor luck on my part, then. Not that's I'm too phased by it. That particular build just didn't do it for me.
Ok, Fixed starting locations with no spawns in the center, It's really just a few minutes work. I think that may end up being a more interesting match. There would be somewhat less breathing room, but its totally manageable for 6 people.
You start locations look fine to me. Not too unbalanced, not identical.
Oh- Dead Seas is a concept I'll need explained to me. I could just remove their province markers and let them serve as background, but that really does cut this map in two, and seems to cut down on a lot of possibilities.
And one last thing before I return to my day's duties: Is removing Indy recruitment something that's done on the map's end or the mod's? I certainly don't mind making the changes, I just need to be pointed in the right direction.
Last edited by Louist; July 13th, 2011 at 02:48 PM..
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July 13th, 2011, 03:29 PM
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Major General
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Join Date: Mar 2007
Posts: 2,046
Thanks: 83
Thanked 215 Times in 77 Posts
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Re: Nations - MA, CBM 1.6, max lvl 6 magic, NI, Assimilation mod - Design Pretenders
I agree that it will be interesting to keep the water provinces rather than just make them background.
Setting no indies and dead sea provinces is done in the map file.
Each of the land provinces would need the following command:
#setland [provincenumber]
#poptype 99
Poptype 99 is higher than the existing poptypes so it will have no recruitable units.
Each of the water provinces would need the following command:
#setland [provincenumber]
#poptype 99
#population 0
#killfeatures
Also uses poptype 99 to remove recruitable units but adds population 0 (no gold income) and #killfeatures (removes magic sites).
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July 13th, 2011, 03:34 PM
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Major General
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Join Date: Mar 2007
Posts: 2,046
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Thanked 215 Times in 77 Posts
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Re: Nations - MA, CBM 1.6, max lvl 6 magic, NI, Assimilation mod - Design Pretenders
Expansion will be interesting with all of us on the sides of the map. We'll have elongated empires as people go towards the middle of the map. And of course possibly early wars if someone cuts off another's access to the middle.
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July 13th, 2011, 04:22 PM
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Sergeant
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Join Date: Jun 2011
Posts: 272
Thanks: 13
Thanked 6 Times in 6 Posts
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Re: Nations - MA, CBM 1.6, max lvl 6 magic, NI, Assimilation mod - Design Pretenders
Province 96 is painted as forest, but is farmland. I guess it should be forest.
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July 14th, 2011, 02:28 PM
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Major General
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Join Date: Mar 2007
Posts: 2,046
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Thanked 215 Times in 77 Posts
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Re: Nations - MA, CBM 1.6, max lvl 6 magic, NI, Assimilation mod - Design Pretenders
Quote:
Originally Posted by Louist
I certainly don't mind making the changes, I just need to be pointed in the right direction.
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It occurred to me that since we are going to start on the sides of the map there's no need to make changes to the map image in terms of providing more protection for someone starting in the middle of the map. That also means there's no reason for me to push the work onto you. So I went ahead and made the changes. The .map file for this game is attached to the first post. I gave it a different name so it wouldn't overwrite the original.
Here are the changes I made:
* All land provinces set to no indies status.
* All water provinces set to no indies status and also no gold or magic sites.
* I removed the nostart status from province 89 - note that this will be the only start location with fewer than four neighbors (will have 3). I think it will be ok, especially since one of the neighbors is a mountain province.
* As per Olm's observation I set province 96 to forest to match the map image.
* I noticed water province 70 didn't have any connections so I added them.
* Also, water province 73 connected to land provinces 66 and 76. This didn't match the map image so I removed those connections.
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July 14th, 2011, 03:27 PM
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Major General
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Join Date: Mar 2007
Posts: 2,046
Thanks: 83
Thanked 215 Times in 77 Posts
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Re: Nations - MA, CBM 1.6, max lvl 6 magic, NI, Assimilation mod - Design Pretenders
The game is now setup on the llamaserver and ready to accept pretenders. Please be sure to download the updated mod and map file from the first post.
Note that I have SixLands as a placeholder map. It will be replaced before we start the game but I figured I'd hold off uploading the revised map for now in case anyone notices errors.
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July 14th, 2011, 04:00 PM
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Corporal
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Join Date: May 2006
Posts: 121
Thanks: 2
Thanked 4 Times in 1 Post
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Re: Nations - MA, CBM 1.6, max lvl 6 magic, NI, Assimilation mod - Design Pretenders
Quote:
Originally Posted by Valerius
It occurred to me that since we are going to start on the sides of the map there's no need to make changes to the map image in terms of providing more protection for someone starting in the middle of the map. That also means there's no reason for me to push the work onto you. So I went ahead and made the changes. The .map file for this game is attached to the first post. I gave it a different name so it wouldn't overwrite the original.
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Thanks for that. I ended up getting home so late last night that I didn't even go near the computer.
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