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  #61  
Old January 14th, 2008, 10:59 AM
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Default Re: World of Geometry (337 prov)

Version 0.7 attached to this post :
- added supply items for some big garrisons
- removed a wrong #neighbour (6-23)
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  #62  
Old January 14th, 2008, 01:24 PM

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Default Re: World of Geometry (337 prov)

Twan:

Heh, I was just going to tell that some garrisons have starving troops
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  #63  
Old February 14th, 2008, 01:58 PM
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Default Re: World of Geometry (337 prov)

As a balance note :

Charm and enslave mind to control big monsters are a must have on this map, so nations without nature and astral may be at a disavantadge.

I thougt about giving MR items to all the creatures but in fact it would make astral/nature pretenders or nations able to communion + enslave or charm and forge all penetration items even more powerful as they would be the only able to take control of big monsters (when actually any nation can, as nature or astral 3 aren't really hard to reach).

Even starting with a level 4 the master of a big communion can easily have a 10+ penetration bonus (half from items, half from his level after communion) and so even a 25 MR monster is controlable with some effort (and also most monsters don't have a sufficient number of slots to have more than one amulet).

I think the only way to make monster control impossible would be to buff their MR by a mod up to really insane levels (about 35), or mod control spells out (or so they cost many gems), but I think it also make the game funnier that big monster control is possible (also their existence may balance tartarian factories of death nations in end game).

So I'll finally change nothing, but just advice to avoid the totally non astral / non nature nations (or take an astral or nature pretender) on this map, if you don't want to lose the race for big monsters control.
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  #64  
Old February 14th, 2008, 02:56 PM

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Default Re: World of Geometry (337 prov)

Twan:

But I think you should do something to central garrison, it should be rather impossible to enslave/charm Pharaex. Now he is one of the easiest ones to enslave.
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  #65  
Old February 14th, 2008, 03:30 PM
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Default Re: World of Geometry (337 prov)

Yes the problem with the sphynx is he seems to be always targeted first by AI mages (in my fight even those scripted to cast paralyse casted on him untill he was enslaved, even if he's immobile and was already too tired to cast) and in addition has only one slot (so I may give him a MR amulet but he won't have more than 22 MR).

I will perhaps make a little mod to give him 35 MR (which would also make his generals harder to charm if mage AI continue to cast on him).

edit : Are mindless immune to charm ? I can also mod him to be mindless to solve the problem.
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  #66  
Old February 14th, 2008, 08:48 PM

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Default Re: World of Geometry (337 prov)

Yes, they are. They have no mind, so no charm or enslave mind or mind burn
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  #67  
Old February 15th, 2008, 04:53 PM

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Default Re: World of Geometry (337 prov)

I took some of special provinces in DangerPudding. Many of sites listed in .map file were not there. The Steel Forges, the Silver Adepts, etc... I think that they appeared somewhere else. It would be nice to fix that. Maybe create special provinces first?
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  #68  
Old February 15th, 2008, 05:49 PM

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Default Re: World of Geometry (337 prov)

Nikolai:

Isn't that quite old game using one of the first versions of the map? I know Twan forgot to clean sites in some provinces so random sites would replace special ones.
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  #69  
Old February 16th, 2008, 09:58 AM
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Default Re: World of Geometry (337 prov)

Yes it was fixed in v 0.6.

(note that we use v 0.5 for WoG, so some sites may not appear as well - I was lucky the throne of the world is there, but gold order adepts have been remplaced by a crappy shamblers site on the isle)
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  #70  
Old March 2nd, 2008, 10:27 AM
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Default Re: World of Geometry (337 prov)

Version 1.0 (I think definitive)

Fix :

- all mag_holy -> mag_priest

- some sites are now called by number as name could make a wrong version appear (ie : Standing Stones replaced by 476)

- all special sites should now appear properly (#killfeatures is used for all the provinces with a special site icon) ; provinces with less than 3 special sites get some gem producing sites as no random ones will be added by the program (these new sites should be searched normally) ;


Other Changes :

- cities of the central plain made more important

*all have a free lab (and temple but it will be destroyed when conquered)

*they get increased population (from 16k to 25k pop ; the more in farmland cities and central harbors)

* mirror wall palace cities have mirror wall palace (A2S2 sorceress), temple of time (H2 priest) and alchemists guild (S1F1E1 alchemist)
central harbors have one metal order mage site and assassins guild
all other cities have a library (S1 sages), assassin guild and temple of time (H2 priest)
harbors get a navigators guild in addition

- Isle of Eternia encounter harder (items on Pharaex's generals changed ; a ghost king prophet supported by 5 ghost mages communiants added)

- two little mods in the folder (pharaex.dm makes the sphinx impossible to charm and very hard to affect with MR spells, charmenslavenerf.dm triple control spells fatigue cost)

ps : like usual .map (and .dm) file without tga attached to this post, the .tga is with the first one
Attached Files
File Type: zip 584782-WOG.zip (15.3 KB, 139 views)
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