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October 5th, 2007, 04:57 PM
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National Security Advisor
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Join Date: Sep 2003
Location: Eastern Finland
Posts: 7,110
Thanks: 145
Thanked 153 Times in 101 Posts
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Re: Map Preview: The Eight Gates
There are sites which cause damage to undead/demons. 
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October 5th, 2007, 05:11 PM
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Sergeant
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Join Date: Aug 2007
Posts: 379
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Re: Map Preview: The Eight Gates
Another good call! This is why I need to either play a MP game or two or collaborate wtih someone who isn't an idiot like I in order to make better maps.
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October 5th, 2007, 05:33 PM
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National Security Advisor
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Join Date: Sep 2003
Location: Eastern Finland
Posts: 7,110
Thanks: 145
Thanked 153 Times in 101 Posts
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Re: Map Preview: The Eight Gates
I haven't played much MP, actually. I've just been around for a long time. You learn about these things by listening and, when necessary, researching. Once I have an idea, I go through Edi's lists and look for anything fitting. Modding is a good way to learn about modding. Balancing is what you need MP experience for.
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October 6th, 2007, 12:48 PM
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Sergeant
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Join Date: Aug 2007
Posts: 379
Thanks: 0
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Re: Map Preview: The Eight Gates
59 downloads if I add up the zip and rar, woot!
My first MP game just started, so that should help. I wasn't sure about the balance of the node guards in version 4.. based it off of the cost to summon, and also fighting against them a little. But I'm sure it's not totally balanced.
As far as modding, I would love to do a mod. But I think a lot of other people are doing great mods now.. I need to learn how to play the game first.
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October 6th, 2007, 01:53 PM
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First Lieutenant
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Join Date: Jan 2007
Location: Tampa, FL
Posts: 687
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Re: Map Preview: The Eight Gates
on any of the guarded versions I think the guards should be much more powerful (large), as they'll be starving/diseased and die off. Possibly have some devil producers on the fire and blood nodes so it gets bigger the longer you wait (plus they'll be dying off slowly over time as well). Anything else produce units without a dom effect for the AI? I like the idea of guards growing larger the longer you leave them.
Possibly add a couple thematic items as well, fire items for fire node, ice items for ice node, etc
Ball's random is great for creating provinces with specific units/items quickly.
So far, I've only played mostly on the far right side and top of the map. Seems there are "dead" zones where there aren't a lot of node pathways...might make good start locations although I haven't quite identified how many there are.
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October 8th, 2007, 11:45 PM
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Sergeant
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Join Date: Aug 2007
Posts: 379
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Re: Map Preview: The Eight Gates
I'd love to do a version with special sites, etc...
The AoW:SM editor has so many beautiful toys I am not using right now. I guess part of my hesitation is that special sites could make the map unbalanced or harder to balance.
But especially if balance isn't required, I think there's a lot of really fun things to be done. (SP maps, or etc.)
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October 11th, 2007, 11:55 AM
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Sergeant
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Join Date: Aug 2007
Posts: 379
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Re: Map Preview: The Eight Gates
84 combined downloads, yay.
Maybe I'll check out Edi's ne w3.10 DB when it comes out for cursing sites as per Endoperez's suggestions. I'll let you know if I make a 5th version or 6 version with special sites, etc...
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