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  #1  
Old November 18th, 2007, 07:06 PM
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Default Re: World of Geometry (337 prov)

Thanks, added #neigbour 45 57 .
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Old November 19th, 2007, 08:43 AM
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Default Re: World of Geometry (337 prov)

In the next version I'll try to balance more the garrisons with big monsters (boost a little the ones with the weakest creatures - I think the easiest encounters are with Manticores, insufficient prot. for a beast going to fly alone and attack rear ; and Scorpion Kings, insufficient hp even if prot. is good).
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Old November 20th, 2007, 03:56 AM

konming konming is offline
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Default Re: World of Geometry (337 prov)

The four gateway provinces do not have "gateway" "nexus" etc, which makes them kind of useless. Maybe that's because you used #knownsite instead of #knownfeature?
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Old November 20th, 2007, 08:04 AM
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Default Re: World of Geometry (337 prov)

Argl sorry I've probably not used the good version to make the last one, as I remember to have changed the "knownsite" commands sometimes ago.
So some other fixes have probably disappeared in the last version as well.
I'll try to verify all map commands, connections and terrains and post a new one.

(edit : in fact I forget to copy many changes I've made only in my test encounters version - was using a map file with a starting army to test the strength of my garrisons faster, and I've stupidly fixed some errors in it without copying the fixes in the released version )
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Old November 20th, 2007, 12:30 PM
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Default Re: World of Geometry (337 prov)

Version 0.4

It's probably not the definitive version (changes to the garrisons need testing) but as there were errors in the last, I release my actual one.

Fixes :
- re-verified the map and corrected some neighbour errors (removed 193 198 added 122 137)
- all knownsite -> knownfeature
- all "(monster name)s" --> "(monster name)"
- the "flying cow of pharaex" was a kraken instead of a shedu (and died in turn 1 in its land province)

Other changes :

- bonus for the weakest big monsters and the keepers of the gateways : an heroic ability for many (they get some starting xp but not too much, so players should be able to have heroes by turn 3 or 4), + 2 wyverns bodyguards for manticores, + 2 scorpion men bodyguards and 3 scorpion beast units for scorpion kings

- all big monsters garrisons get a telestic animate with blood 1 but no slaves (the goal is to avoid the auto rout phenomenon - the human mages were sometimes exhausted very fast, the magic beings dissolved and the big monsters even if still alive and not tired were auto routed due to the resulting 75% losses) - telestic animates also keep their holy powers (armies of skeletons were too good against my garrisons with no priest) and the ones of gateways provinces get holy 3 to smite a little

- human and aquatic bonus garrisons recieve some indie priest(s) as well (sea fathers for seas) ; cities get a bonus of 20 heavy infantry + a mage from their sites

- many of the v0.3 bonus garrisons toned down, they were often more efficient than the ones with big monsters (the Black Towers with a demon summoner get 3 demon knight as starting units but no longer are in addition with normal troops ; many other have a little less units)

- the commanders of special garrisons of the same type now get different items, so no garrison is exactly like another ; globally fewer items per garrison but more powerful

- less gems for indie mages globally

- + 1 bonus site per gateway province, all schools now have a bonus somewhere (and conjuration in all gateways)

- a little less population in the starting areas
Attached Files
File Type: zip 565741-World of Geometry04.zip (17.3 KB, 189 views)
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  #6  
Old November 20th, 2007, 01:15 PM

konming konming is offline
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Default Re: World of Geometry (337 prov)

With so many "Black Tower"s it would be quite unfair to blood nations. Now everyone can blood hunt effectively and for cheap.

Also about the mountain circle provinces, why do some get sites while others do not? There are no logical or balance reasons for it.

Some cave provinces are still not balanced. (Starting from some positions, you can get great sites very soon into the caves, others will get no sites in many steps).
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  #7  
Old November 20th, 2007, 01:48 PM
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Default Re: World of Geometry (337 prov)

There are indie mages sites of all paths. Astral and some elemental mages can be found in the cities (metal orders, sorceresses in mirror wall palace, sages, alchemists and navigators) and blood only in the random garrison table (also including an illusionist site, the underworld with gnomes, a pyromancers site, litter skull). All positions had the same probability of getting one close. I've just rolled the black tower more often than some others.

Anyway I think it would be hard for a player to get all paths in magic-users sites (except by finding some naturally). The total of added mage sites is about 25 for 337 provinces. And there are four black towers on all the map (with growing armies of demons due to their circle master with soul contract).


Changing the sites so each nation has one indie mage site close instead of full randomness, isn't a bad idea (but it can't be totally balanced anyway, nations getting a site of their own path nearby won't have the same diversity as others). I'll probably adjust the mage sites distribution in the next version.

(I'm making a new version of the tga with pictures for special sites and see the problem with the black towers : 3 are in the west half of the map, including 2 in the mountains)
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Old November 21st, 2007, 02:20 AM

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Default Re: World of Geometry (337 prov)

I have just found that The Depth [279] has a magic site [fire one] without any description. Just a picture.

Serenity [13] has Cathedral of the Spheres, which should enable 2 units, but they are land only so it does not give them...
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