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April 24th, 2008, 11:12 PM
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Private
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Join Date: Apr 2008
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Re: Mega Game II-vote for map
yeah, T4 seems to be the best of the 4 there, 1 question thou, are mountains passable in it?
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April 24th, 2008, 11:55 PM
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Lieutenant General
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Join Date: Feb 2007
Location: New Orleans
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Re: Mega Game II-vote for map
Mountains are not passable on my maps normally, but exceptions must be made if I can not get enough land starting spots with 4 adjacent provinces. Typically, I like 3 for water and 4 for land.
In Eh II, Dr. P made the map, and was unable to have the mountains block passage and get enough decent starting spots.
But I prefer the mountains to block passage. I also typically edit out all waste provinces, and give all provinces with a unique symbol the "many magic sites" tag. Such as a volcano.
I will know much more this weekend when i begin editing the map to add starting positions.
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"War is an art and as such is not susceptible of explanation by fixed formula."
- General George Patton Jr.
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April 25th, 2008, 12:05 AM
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General
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Join Date: Sep 2004
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Re: Mega Game II-vote for map
If you eliminate waste provinces, you also eliminate the casting of the rather nice "Hidden in Sand" spell, which can only be successfully cast in a waste.
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Be forewarned, anything I post is probably either 1) Sophomoric humor, 2) Satire, 3) A gross exaggeration of the power I currently possess, 4) An outright lie, or 5) Drunken ramblings.
I occasionally post something useful.
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April 25th, 2008, 12:29 AM
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Lieutenant General
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Join Date: Feb 2007
Location: New Orleans
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Re: Mega Game II-vote for map
Hmm, new spells(:
Maybe I will leave the waste in. I had the RanDom setting for 2 percent anyway, so they are few and far between as it is.
__________________
"War is an art and as such is not susceptible of explanation by fixed formula."
- General George Patton Jr.
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April 25th, 2008, 12:57 PM
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Lieutenant General
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Join Date: Feb 2007
Location: New Orleans
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Re: Mega Game II-vote for map
I have decided we are going to use t4 map. Gandalf gets credit for producing the most popular map of the voters, but Dr. P is going to start work making the map a wraparound and a decision had to be made.
There were 2 primary reasons for it, the first being i could not edit gandalf's map(due to my own ignorance i am sure) on the dominions map editor. While I could manually adjust terrain etc using wordpad and the map file, for 900 provinces that is a bit much.
Second: I really did not want to see a repeat of Mega Age I game, or another game I am in, where one of the few water races becomes a world power, through clams, globals etc without ever coming on land to fight.
900-11 ran the risk of the winning water race having 6 capitals and 100 provinces without ever having faced the turmoil that the land races must face. You will see what I mean as 15 land races will be dead by turn 30, and likely all of the 6 water races will still be there expanding against indies.
That is what occurred in Mega Age I, and on t4 the water races still likely avoid the early rushes facing the land nations, but if they want a dominant position, they will have to go on land and fight for it. Though large bodies of water exist in t4 as well.
I have placed the 6 water nations, and la Marignon and La Atlantis. While the map will not have a north/south wrap,
there will be 2 provinces that connect via wormhole/magical means. One of these provinces is on the south border, and one is on the north.
Dr. P has said he will do significant work on the map, and he will in return be the only player that gets to select his own race. He has made his selection: Niefelheim
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"War is an art and as such is not susceptible of explanation by fixed formula."
- General George Patton Jr.
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