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Old August 28th, 2009, 02:02 AM
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Default Re: Overlords - Experimental game. Concept thread

Quote:
Originally Posted by TheDemon View Post
As for the map, I'm thinking wraparound for sure. I'll probably crib a slice from another map and copy it a few times to make something that's more or less symetrical. With 6 overlords and 15 normals, placement might be a little tricky. I might just place overlords in some sort of equidistant pattern, mark their provs nostart, and then open a game and see where it randomly places the remaining nations.

Ideas?
I just edited a map for the Early Days game. It had some nations in prefixed start locations and other placed randomly in a choice of prefixed starting locations.

Some hints:
- Nostart overrides the command for fixed starting position, so if you mark a province as a nostart and set a nation there, you will get a crash error when you try to start the game.
- You need to keep an eye for terrains that are marked as nostart in their terrain code. That also overides any #start commands
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Old August 28th, 2009, 02:55 AM
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Septimius Severus Septimius Severus is offline
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Default Re: Overlords - Experimental game. Concept thread

Wouldn't it be in the interests of the normal nations helmed by the less experienced players to at least coordinate with one another in the beginning against the overlords before fighting it out amongst themselves?

Having a co-admin is a great idea, especially for games with large numbers of players. Even for smaller games, having a co-admin or at least a backup admin is great to have, just in case life gets in the way and you cannot access the Internet for some reason.
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