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  #31  
Old April 24th, 2008, 12:33 PM
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Default Re: Mega Game II-vote for map

They all look interesting. I'd say 11 if I had to choose one though.
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  #32  
Old April 24th, 2008, 12:44 PM

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Default Re: Mega Game II-vote for map

I think having the water broken up keeps one powerful water race from having too big a base. I have seen this issue in other mp games where 1 water race owns a huge connected clump of water.

Makes taking it from them more difficult, whereas if the water is broken up a bit it forces them to go on land at some point.

Do we really want 1 water race to own 100 provinces and 6 capitals without ever having to dry off? For that reason I tend to favor t4(of course i will be playing a land race).

Any thoughts on this issue? If 900-11 is used, all 6 water races will start in the 1 big fetus shaped body of water. The land bridge in the middle of the map does not extend all the way across.

I am, however, willing to follow the majority. Otherwise i would not have posted various maps for vote.


* one other issue, and it may be the deciding factor, is I cannot open the map file of 900-11 with dominions map editor
due to the format in which gandalf used to make the map. But we are working on this technical issue. I will need to be able to edit the map we use to set starting locations, and review everything.
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  #33  
Old April 24th, 2008, 01:25 PM
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Default Re: Mega Game II-vote for map

LA Atlantis and Marignon must start in a coastal province. Apparently this overrides starting positions (did in my current MP game). So you'll have to specify starting provinces for these nations, lest they end up anywhere along the coast.
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  #34  
Old April 24th, 2008, 01:27 PM

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Default Re: Mega Game II-vote for map

Ok thanks KO.

That will be preclude me from playing either of those races, but I like the MA anyway.

*More musings on MA Man. I think i would have to take a sleeping Phoenix, for flaming arrows, arrow fend, or a sleeping ML with f4, for flaming arrows and a foot into d magic(and banefire), and pray i could get orb lightning before i got rushed).

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  #35  
Old April 24th, 2008, 04:13 PM
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Default Re: Mega Game II-vote for map

As MA Mam you should take a N2W2 Bull and aim for bog beasts. Set dom to 3 and flat scales. If you start asleep you will probably get bog beasts when you wake up. Dump the rest of the points. Now we're kicking! It should not be impossible to get a good start with if you are neighboring four others. One of them is bound to be surprised when you attack him. If you go for two at once they will be even more surprised, both of them! Then it's just a cakewalk.
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  #36  
Old April 24th, 2008, 05:52 PM

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Default Re: Mega Game II-vote for map

is there a 900 prov version of the faerun map?
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  #37  
Old April 24th, 2008, 05:55 PM

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Default Re: Mega Game II-vote for map

KO: Hahahah
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  #38  
Old April 24th, 2008, 11:06 PM
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Default Re: Mega Game II-vote for map

I will support the use of the T4 map for the reasons mentioned by Xietor. It looks quite balanced. Especially if it was a wrap around map.
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  #39  
Old April 24th, 2008, 11:12 PM

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Default 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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  #40  
Old April 24th, 2008, 11:55 PM

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Default 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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