Quote:
Originally Posted by Makinus
Thanks for the tips NTJedi... i will not create a mod for the map as i want to be able to play it with CBM and other mods, but since i already was thinking of adding special sites to the "pocket plane" provinces i think i'll also add 1 or 2 sites with bad effects to them too... i want to add 1 level 4 site to each pocket plane and then i will add another 1 or 2 damaging sites too...
i decided that i'll add 8 "pocket planes" to the map, with each one having 1 good level 4 site of a magic path and 1 or 2 bad sites... any recommendations on bad sites? and what are considered the best sites of each magic path?
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If the intent is to make them difficult to hold by human players, keep in mind that bad sites generally do nothing to weaken province defense. I suppose sites pushing scales to Misfortune/Turmoil 3 might increase turnover, but random attacks will generally be only so strong unless you mod the units involved and AFAIK will never storm a fortress.
The bad sites have a much greater chance of working against whatever independent guardians you put there, unless you carefully choose sites to which they're immune (like disease sites for demons/undead guardians).
I suppose that independent units placed on a map are never in 'hide' mode, right? Otherwise, one could perhaps mod a super-stealthy mega-astral + high-MR commander + mega-recuperation + mega-regeneration that autospawned enough nastiness to overwhelm plausible PD and require a real defense to stop).