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July 4th, 2007, 09:57 PM
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Colonel
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Join Date: May 2005
Location: Kansas, USA
Posts: 1,538
Thanks: 289
Thanked 194 Times in 94 Posts
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Re: Questions
Oh, and btw, I will include your province in the next release. Perfect addition. Not too hard, but still an interesting location.
I agree that is more difficult to resist the temptation to create nightmare provinces with huge rewards. I am guilty of that more often than not. Many times I start with a simple idea, and then as I am browsing the units and sites, I think, "Wow, that would be cool if I just added this & that, and oh, now the defenders need beefed up, I'll just add this guy." 
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July 5th, 2007, 02:47 AM
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Shrapnel Fanatic
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Join Date: Oct 2003
Location: Vacaville, CA, USA
Posts: 13,736
Thanks: 341
Thanked 479 Times in 326 Posts
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Re: Questions
I foresaw that at the beginning of the project but I thought it was a great stepping stone to getting some scenario maps made. Hook people into "just design one simple province" and let them find out that their ideas are more geared toward a complete map fitting that theme. I would like to see "the World of Vampires" or "When Dinosaurs Ruled" done as themed maps.
__________________
-- DISCLAIMER:
This game is NOT suitable for students, interns, apprentices, or anyone else who is expected to pass tests on a regular basis. Do not think about strategies while operating heavy machinery. Before beginning this game make arrangements for someone to check on you daily. If you find that your game has continued for more than 36 hours straight then you should consult a physician immediately (Do NOT show him the game!)
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July 5th, 2007, 02:32 PM
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Sergeant
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Join Date: Oct 2006
Location: Bay Area, CA. USA
Posts: 220
Thanks: 1
Thanked 0 Times in 0 Posts
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Re: Questions
I'm interested in making "exile" or "counterfaction" provinces where using Pythium for example it could be a rogue Empress (cousin of the Emperor) in a province with some kind of fortification and some nation specific guardians (in this case maybe some emerald guard and serpent cataphracts, with a theurg or two for fun).
I need to wait until the next release though because I don't want these to be terrain specific...I want them to crop up anywhere...well, they would need to be age specific.
This can be done with Ulm (Black Lord), Marignon (Rogue Inquisitor), well, honestly, pretty much any nation that has a power structure with leaders and nobility. (Pangaea being kind of chaotic might not be suited for this idea).
It would be cool if you could then recruit a small amount of the basic, everyday troops of that nation in that province, but I know that's coded into the game that it can't be done.
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July 5th, 2007, 02:49 PM
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Shrapnel Fanatic
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Join Date: Oct 2003
Location: Vacaville, CA, USA
Posts: 13,736
Thanks: 341
Thanked 479 Times in 326 Posts
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Re: Questions
Maybe a small outbreak of Pangaean vine creatures. We already have a party province with Pans and maenads and lots of wine.
There are some magic sites which can grant units such as the Centaur Chariots.
__________________
-- DISCLAIMER:
This game is NOT suitable for students, interns, apprentices, or anyone else who is expected to pass tests on a regular basis. Do not think about strategies while operating heavy machinery. Before beginning this game make arrangements for someone to check on you daily. If you find that your game has continued for more than 36 hours straight then you should consult a physician immediately (Do NOT show him the game!)
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July 5th, 2007, 04:50 PM
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National Security Advisor
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Join Date: Sep 2003
Location: Eastern Finland
Posts: 7,110
Thanks: 145
Thanked 153 Times in 101 Posts
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Re: Questions
The 'Gateward Valley' which allows the recruitment of Centaur Chariots would work pretty well as a renegade Pangaea province. Enslaved Centaurs, Tyrant the Dryad (descriptive, but also a pun on "treant" - I really like this idea already), satyrs hoplites, revelers, etc.
Black Lord, Rogue Inquisitor etc sound a bit like modded units. New units can't be created in map files, which the province editor and SemiRandom work with, and descriptions can't be changed either. This means that while it's possible to set an Inquisitor with H2, B2 and perhaps some suitable LA Marignon commanders as a renegade Marignonese province, you can't change the Inquisitor's description or name to imply that he's renegade.
BTW, splinter nations would work well for small provinces. An inquisitor, 10 crossbows, 10 halberdiers would make for a nice, small addition to an indy province. All nations could have several such splinter provinces with varying commanders, national units and fitting non-national units. Abysians and Salamanders (and a fire site?); Mictlan Priest, Slaves and Jaguar Warriors; a Vanhere, few bodyguard Vanir and a Gnome; an Atlantian Consort, or perhaps a Traitor Prince helping a Toad Trinbe (i.e. toad tribe troops and the commander replace swamp defenders and poptype)...
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July 5th, 2007, 05:11 PM
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Sergeant
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Join Date: Dec 2003
Location: New York City
Posts: 340
Thanks: 0
Thanked 3 Times in 3 Posts
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Re: Questions
I have to chime in that I very much like the idea of fragment/splinter nations/provinces, and hope to see more.
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July 5th, 2007, 06:54 PM
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First Lieutenant
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Join Date: Jan 2007
Location: Tampa, FL
Posts: 687
Thanks: 0
Thanked 1 Time in 1 Post
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Best way to submit?
What's the best way to submit? via attachment or text+attach. Personally I like to see the whole province + attachment, but it can get lengthly. I'll do both and if its too long i'll edit and delete.
--Description:
--A Discovery! A Ruined city, dark and foreboding. A dense fog that smells faintly of decay hovers over the entire city. As you explore you hear faint creaks and rhythmic moans. You hope its just the wind, yet a faint chill crawls up your spine. Suddenly you hear screaming from your rearguard! To Battle!
@1 landname
"City of the Dead"
#fort 14 --Dark Citadel
#population 100
#poptype 88 --NO RECRUITABLES
#knownfeature "Windswept Catacombs"
#knownfeature "Well of Darkness"
#knownfeature "Tomb of the Ancients"
#knownfeature "The Mausoleum of the Great Sarlah"
@4 commander
1438 --Ktonian Necromancer
#additem "Skull Staff"
1468 --Oracle of the Dead
#additem "Skull Staff"
181 --Wraith Lord
#additem "Wraith Sword"
#additem "Horror Helmet"
#additem "Winged Shoes"
1442 --Attendant of the Dead
@6 units
40 1363 --Ancestral Spirit
40 534 --Corpse Construct
40 192 --Longdead
40 535 --Longdead Archer
40 189 --Longdead Horseman
20 396 --Revenant
| OUTSIDE THE CASTLE |
----------------------------------
#owner 23 -- after this, units are owned by special monsters
----------------------------------
| INSIDE THE CASTLE |
#commander 644 --Dracolich
#comname "Urkolymotryx"
#additem "Wraith Crown"
#additem "Ring of Sorcery"
#additem "Ring of Regeneration"
#clearmagic
#mag_fire 2
#mag_death 4
#mag_nature 3
#xp 400
@6 commander
1442 --Attendant of the Dead
#additem "Skull Staff"
1442 --Attendant of the Dead
1708 --Consort of the Dead
#additem "Skullface"
178 --Demilich
#additem "Skullface"
#additem "Skull Staff"
#additem "Ring of Sorcery"
178 --Demilich
#additem "Skullface"
#additem "Skull Staff"
1438 --Ktonian Necromancer
#additem "Skull Staff"
#randomequip 4
@5 units
40 1363 --Ancestral Spirit
40 534 --Corpse Construct
40 191 --Longdead
40 535 --Longdead Archer
20 315 --Soulless Giant
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