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  #1  
Old November 25th, 2007, 11:50 AM
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Default Re: City wars-Gang wars, a new map + mod ALPHA

I gave this map a try, and it's a fun setup. I liked the special provinces (getting the Back Alley early was nice).

Blood nations are pretty much screwed though (I played MA Midgard, and gave up on blood hunting since all the provinces so far have max 1K pop).

Perhaps the AI nations should start with more provinces, if that's possible. The king and the church were having a much harder time than I was.

Oh, and I attacked the City Guard, but they didn't counter-attack, even though I only had 1PD in some provinces on their border. One City Guard had the misfortune to be living in Inkpot End. Their cauldrons didn't do them much good there.
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  #2  
Old November 25th, 2007, 11:56 AM

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Default Re: City wars-Gang wars, a new map + mod ALPHA

Hmm I noticed I didn't give the church and king the gold mine everyone was supposed to start with.. in the latest edition they do have it.. Did you play the lastest (yesterday or day before) edition? I think not since you don't mention the nobility which now fights with teh church within the walls.

Anyway I've added coppermines (about 10) outside the walls and silver deposits within the walls (and 3 of those outside) So the comp nations should have more cash.

The king is actually locked in with only 3 province but with IMHO a good pretender and outfit and lots of good troop options.. he can just build up his army in there...

The city guard is there and has flags.. but is NOT actually AI controlled (I got it like this and this is what I wanted) they are basicly just a barrier between you and the inner city else the church might get out.. since the guard is a peace with everyone they basicly act as barriers for you (though you can attack them) and the church/nobility (who won't attack them).

Please let me know what version you played if it was the lastest one then I might have to change a few things.. if now.. try the latest one
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Old June 5th, 2008, 07:54 PM

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Default Re: City wars-Gang wars, a new map + mod ALPHA

Oh my, this map is very high-contrast. It's hard to tell what's going on.

I guess I have to choose MA when creating my game? The others didn't seem to work--I couldn't add enough players.
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Old June 6th, 2008, 07:21 AM
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Default Re: City wars-Gang wars, a new map + mod ALPHA

I'll run another game this week-end on the new version.
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Old June 6th, 2008, 04:42 PM

Bananadine Bananadine is offline
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Default Re: City wars-Gang wars, a new map + mod ALPHA

Okay I have played a game on the map--it was fun but playing against the AI isn't my favorite thing. And I cannot come up with any subtle strategic criticisms of your layout since, again, the AI doesn't motivate me to think that deeply.

I would consider playing a multiplayer game on it if I weren't so booked up already.
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Old June 6th, 2008, 08:08 PM

Aezeal Aezeal is offline
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Default Re: City wars-Gang wars, a new map + mod ALPHA

the things you need to do should be seen when selecting the map and setting up the game.. else read the first post here.
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Want a blend of fantasy and sci-fi? Try the total conversion Dominions 3000 mod with a new and fully modded solar system map.
Dragons wanted? Try the Dragons, Magic Incarnate nation.
New and different undead nation? Try Souls of Shiar. Including new powerfull holy magic.
In for a whole new sort of game? Then try my scenario map Gang Wars.
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