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  #11  
Old January 6th, 2009, 10:42 AM
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Default Re: Divine Right 2

There seem to be few neighbouring problems, but I'll post about them later. No real problems, though, just few provinces that look like they might be missing a province or two.

There's awesome amount of detail in here. I lost an Ulmish army against elephants in the Pelennor field (Mûmakil!), but that might have been just a coincidence, but there were many nice things that were purposedly put in.
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  #12  
Old January 6th, 2009, 11:21 AM
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Default Re: Divine Right 2

Some of the larger maps like to create "seaport" cities and connect them across the water to create important chokepoints and to speed up late-game.
Just mentioning it.

I also can fully appreciate the work of good naming of provinces on a map this large. It really lends to the role playing of the game. Thank you.
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  #13  
Old January 6th, 2009, 09:10 PM
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Default Re: Divine Right 2

Thanks everyone.

I have posted on mediafire, a zip file with the .map and art file. I also have posted a .map file with the fix to province 39 and 36 thanks Humakty for pointing it out.
I am proud of the naming as I worked hard to make it thematic. Most nations I used what mythical names I could. With Ulm I did not use German myth because it is just too close to Norse so I used Tolkien instead. Abysia I just made up myself but I think the evil names fit very well.
I wish I could say I set specific troops in provinces but I have not been brave enough to try that yet.
Honestly I have not played enough to games to judge the "seaport" idea but I would defer to your experience. I wanted the caves as a way to help move troops fast but I see that having the caves also set as mountains slows down the troop movement through the Argatha area. Should I change them to border mountains? I also see a lot of nations have the same terrain to a greater extent then I had intended. I will have to mix it up more in the next map. Oh I also want to know if people like the global projection or would prefer a rectangular map?
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  #14  
Old January 6th, 2009, 09:58 PM
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Default Re: Divine Right 2

Setting specific population types and defense units can be done by map commands. I do it a lot. But on map this large and beautiful I would not recommend it. It lowers the replay ability of the map.

You might do it as a "scenario map" if you want to add all that and specific sites, then offer it only as an alternative .map file.

The global view was a welcome change but Im not sure if it would be a preference. Altho THANK YOU THANK YOU THANK YOU for doing a global correctly. Wrapped east to west but the poles only link to themselves.
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  #15  
Old January 9th, 2009, 10:03 PM
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Default Re: Divine Right 2

Wow! Nice update, Aristander.

Thank you for such a nice map!

Pasha
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  #16  
Old January 19th, 2009, 02:43 PM

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Default Re: Divine Right 2

Province 57 : "Basalt Halls of Atlantis" is not, actually, a sea province. Is this intentional? It didn't seem so as there are no graphical hints such as massive tunnels at the edges of the sea, or a huge floating city, or what have you.
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  #17  
Old January 20th, 2009, 09:31 PM
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Default Re: Divine Right 2

Oops, thanks Darloth it should be a deep sea province. I have fixed the error so just download the updated divine right 2.map file at

http://www.mediafire.com/?sharekey=3...60aad8a02bd7b1
Enjoy.
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  #18  
Old March 21st, 2009, 02:45 PM

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Default Re: Divine Right 2

Looks like The Stormy Deep (154) isn't a sea province either. I'm guessing it should be deepsea given its colouration and name.
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  #19  
Old November 12th, 2012, 04:59 AM

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Default Re: Divine Right 2

Hi,

This looks like a great map, but both of the mediafire download links are dead. Can someone who has this map re-upload it?

Thanks,

GunslingerV
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  #20  
Old January 16th, 2013, 11:37 AM
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Default Re: Divine Right 2

I have re-uploaded the files. Enjoy

Aristander
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