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June 28th, 2007, 04:37 PM
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General
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Join Date: Feb 2007
Location: R'lyeh
Posts: 3,861
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Thanked 403 Times in 176 Posts
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Re: Map idea
Can you create a site that allows the one it enters to teleport? Then you can place one of these sites into each capital, and one in the arena, and don't have the dominion problem. The players must be reminded that they mustn't use the teleport sites for anything else, of course.
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June 28th, 2007, 07:02 PM
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Second Lieutenant
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Join Date: Oct 2006
Location: Canberra, Australia
Posts: 409
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Re: Map idea
you've got a problem of people casting spells on the province to say decrease income or increase say cold, so that a cold blood will be beaten out of hand.
and for your connect issues just make it connected to the capital, since theres no time limit you can send your fighting commanders to the capital to compeat, you can just have it in the middle of the map, only connected to the capitals.
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June 28th, 2007, 07:46 PM
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Sergeant
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Join Date: May 2004
Posts: 338
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Re: Map idea
the teleport option sounds like a good idea
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June 28th, 2007, 09:00 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 idea
Hmm..
Lab? The champion should be able to refit items..but gems are the curious bit if a caster. Or maybe not refit and cause them to potentially give up the province without a fight?
House rule that you have to declare your intention to attack the turn before? No details other than nation? Is surprise more intriguing?
No PD, no Indy pop.. white man hill for growth?
Curious what a good late game advantage may be other than prestige. Tribute might work, but extra micro is always a bummer. Maybe just the ten thousand things site, 1 of each gem. Not a great late game bonus, but nice early.
30k pop? or moderate pop and gold mines?
Dominion - anyway to hardcode in a stone idol type site? or perm hidden unit with stone idol? with no AI affiliation?
I like the idea.. especially early. Although some nations (Jarl's and such) have good thuggable units right off the bat.
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June 28th, 2007, 09:58 PM
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BANNED USER
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Join Date: Feb 2007
Posts: 5,463
Thanks: 165
Thanked 324 Times in 190 Posts
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Re: Map idea
You can't mod teleport gate sites, no.
Putting it in the middle of the map, graphically, does nothing about the dominion - that is purely controlled by what province is connected to what. As far as the game is cncerned, the provinces would be adjacent, no matter where it was placed on the map graphic.
No building labs and no casting spells on it is part of the house rules - there's really no way to enforce them - if people want to break them they can, but then there isn't much point in them playing a game with the Arena anyway, is there?
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June 28th, 2007, 10:16 PM
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Sergeant
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Join Date: May 2004
Posts: 338
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Re: Map idea
perhaps there is something that could be done by looking at the files generated at the end of each turn i believe ive heard gandalf talk about crazy post turn scripts that he's.
each nation has a special teleport province, which you send your champion to. when the next turn is being generated, all of the teleport provinces are checked and the troops contained there in are sent to the arena province.
once again, dont even know if this possible, just a thought.
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June 28th, 2007, 10:29 PM
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Shrapnel Fanatic
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Join Date: Oct 2003
Location: Vacaville, CA, USA
Posts: 13,736
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Re: Map idea
Seeing that people have sent units to the "teleport province" is possible fro the game logs. But transporting them would get into game-file editing which has been decided is a BAD can of worms to open.
The only option for mid-game changes is in the MOD file and I dont see a way for that to do it either.
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