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Old June 5th, 2011, 01:52 AM
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NTJedi NTJedi is offline
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Default Re: how much can we mod a MAP?

Quote:
Originally Posted by Gandalf Parker View Post
Or a Scenario version where certain nations are preset with bonuses for challenge, balance, or for better AI play.
Early age Niefelheim provides the greatest late game challenge due to their magic paths. If the map is designed to help them with research the human player will realize supercombatants will not be enough. This is because their mages will have access to disentegrate, claws of kokytos, hellbind heart, charm and paralyze... which brings down even the best SCs. The most important of these is claws of kokytos since no amount of mg resistance will save your precious SCs. The other critical spells Niefelheim uses during late game include mass protection, doom, anti-magic, mass regeneration, rush of strength, blood vengeance, will of the fates, horror mark, frozen heart, nether darts, niefel flames, and a few others I probably missed.

IF the human player wishes to challenge themselves against the toughest AI opponent then Niefelheim needs help researching within the .map file.

It's critical the maps do not have water provinces since almost all land opponents have zero skill at expanding into the water. The only exception would be if a powerful ally for computer opponents was placed into the water such as early age atlantis or late age ry'leh... and it would need huge bonuses. Also Niefelheim should be placed on the impossible setting whenever possible.

I plan to release a map soon which will allow one or more human opponents to recognize the true terror of Niefelheim during late game... if they survive long enough.
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