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November 8th, 2007, 06:09 PM
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Sergeant
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Join Date: Oct 2006
Location: Milwaukee, WI
Posts: 376
Thanks: 14
Thanked 6 Times in 6 Posts
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Re: Epic Heroes Mod II-version 1.5(sign up!)
I'll have my pretender in by tomorrow or saturday.
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November 8th, 2007, 10:07 PM
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First Lieutenant
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Join Date: Feb 2007
Location: Manila, Philippines
Posts: 746
Thanks: 36
Thanked 2 Times in 2 Posts
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Re: Epic Heroes Mod II-version 1.5(sign up!)
I'm in!
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November 9th, 2007, 09:26 PM
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Lieutenant General
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Join Date: Feb 2007
Location: New Orleans
Posts: 2,741
Thanks: 21
Thanked 28 Times in 17 Posts
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Re: Epic Heroes Mod II-version 1.5(sign up!)
The updated Map Files are posted at the end of the 1st post of the thread.
Only changes are all waste have been recoded to farm, and most unusual map symbols have been coded "many magic sites."
You do not need the updated map files to play in the game. But they are available for download if you want to view them.
__________________
"War is an art and as such is not susceptible of explanation by fixed formula."
- General George Patton Jr.
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November 10th, 2007, 01:36 AM
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Sergeant
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Join Date: Oct 2007
Location: Tokyo, Japan
Posts: 346
Thanks: 11
Thanked 4 Times in 2 Posts
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Re: Epic Heroes Mod II-version 1.5(sign up!)
Would the Faerun map make a good mp map? I think that ones pretty cool too
Edit: Oh just had a look at the updated map, looks the same to me! Are the blue lines rivers? Do they actually have any tactical/strategic significance?
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November 10th, 2007, 02:49 AM
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Lieutenant General
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Join Date: Feb 2007
Location: New Orleans
Posts: 2,741
Thanks: 21
Thanked 28 Times in 17 Posts
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Re: Epic Heroes Mod II-version 1.5(sign up!)
The map "looks" the same, but it is not the same. Code has been changed. When you put your cursor over a province that has a waste symbol, you will see that now it is actually a farm province. And map with symbols, like the stone henge, volcano, etc, are coded to have "many magic sites."
So any province with something unusual on it, most likely will have more than 1 magical site. Of course they may be paths you can search, but them are the breaks.
I emailed the map to Llamabeast already. If we are going to change maps and start on Sunday as planned it would have to happen by tomorrow. I have not looked for maps. Dr. P has taken charge of that task.
__________________
"War is an art and as such is not susceptible of explanation by fixed formula."
- General George Patton Jr.
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November 10th, 2007, 06:24 AM
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General
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Join Date: Oct 2007
Location: Poland
Posts: 3,414
Thanks: 26
Thanked 73 Times in 49 Posts
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Re: Epic Heroes Mod II-version 1.5(sign up!)
I will send my pretender soon, I had really busy week.
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November 10th, 2007, 07:07 AM
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Major General
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Join Date: Feb 2005
Location: Lake of Hali, Aldebaran, OH
Posts: 2,474
Thanks: 51
Thanked 67 Times in 27 Posts
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Re: Epic Heroes Mod II-version 1.5(sign up!)
I believe that the Faerun map is too large - it also has fixed sites for the MA Nations (IIRC), which are not, from a strategic standpoint, balanced.
Finally it has oodles of fixed specials although I believe there is a version without them?
We can use Faerun if there is more than one vote in favor.
The rivers (and oasis symbols) have limited strategic significance - there are a number of sites which are only found in provinces with fresh water. The vast majority are water sites. So any province that has a river or oasis in it will be much more likely to have water sites.
That's the extent of it.
The other symbols on the map have been recoded to contain *many sites* - this includes the volcanos, crystals, balancing rocks, invisible giant and oasises.
And, finally, there are a number of start locations on the map (not fixed by nation #) which you might enjoy.
__________________
If you read his speech at Rice, all his arguments for going to the moon work equally well as arguments for blowing up the moon, sending cloned dinosaurs into space, or constructing a towering *****-shaped obelisk on Mars. --Randall Munroe
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