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April 16th, 2010, 08:50 PM
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Corporal
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Join Date: Apr 2009
Location: California
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Re: Glory v3.17 SP map, hand-named with start locs, v3.17_G11
New version up. It has some important fixes to a couple of typos in the custom pretenders, and has easier to read documentation and (hopefully) more helpful descriptive text.
EDIT: Oh, uh, Rookierookie, did you ever get that figured out?
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May 30th, 2009, 09:11 AM
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General
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Join Date: Oct 2007
Location: Poland
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Re: Glory v3.17 SP map, hand-named with start locs
That's my favourite SP map. It's rather too big for MP though, even if it was somehow balanced. There is already MP version of the smaller version of Glory.
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May 30th, 2009, 12:24 PM
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BANNED USER
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Join Date: May 2004
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Re: Glory v3.17 SP map, hand-named with start locs
Quote:
Originally Posted by Zeldor
It's rather too big for MP though...
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too big.. from the author of WotG?
Sheeeesh = )
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June 8th, 2009, 11:55 AM
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Second Lieutenant
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Join Date: Jul 2007
Location: country of stinky fromages
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Re: Glory v3.17 SP map, hand-named with start locs
Having started some games, I have spotted one great imbalance in the startpos, that is Ulm starting all alone in the southeast corner, I was able to have a huge empire with no effort, the AI tien Chi on mighty can't hold the pace (but Ulm is a strong expander). I suggest putting someone north of their startpos. As is, they do a strong AI, but no luck for ulm's fans.
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Senior member of the GLIN !
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The Following User Says Thank You to Humakty For This Useful Post:
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June 14th, 2009, 09:53 PM
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Corporal
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Join Date: Apr 2009
Location: California
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Re: Glory v3.17 SP map, hand-named with start locs
Thanks for the feedback, Humakty. Yeah, I think I definitely gave Ulm too much space, and poor C'tis has a hard time of it with where I put it.
Caelum, for its matter, has some breathing space, but its location ensures it'll never get more than 6 or 7 of its sacreds per turn without high production scales because of poor resource availability. I was thinking of plopping Caelum where I currently have Ulm (keeping them away, from the most part, from the early rush nations).
I was wanting to isolate that awful Hinnom in the corner, but would it be cruel to put it where Marverni is close enough to be eaten in an early rush? Any advice from anyone on a good spot to place Hinnom for a thematic map layout that minimizes rush bait for them?
I'm currently switching things around and setting up a second map for random start locs.
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June 15th, 2009, 12:03 AM
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BANNED USER
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Join Date: Jul 2008
Location: Tacoma WA, USA
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Re: Glory v3.17 SP map, hand-named with start locs
I don't see how it matters if Caelum can make its sacreds, since I don't think anyone uses them in a competitive setting. And yes, it would be ridiculous to put Marverni anywhere near Hinnom/Niefel/Mictlan/Lanka/anyone. If not played by a god (Micah/Baalz/few others), Marverni is doomed.
Edit: haha, sitting 5 feet away and posting the same thing at the same time
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June 15th, 2009, 12:03 AM
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BANNED USER
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Join Date: Mar 2009
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Re: Glory v3.17 SP map, hand-named with start locs
one question: why does it matter how many sacreds Caelum makes per turn, they're hardly ever built. no flying. their bless only matters for their EK's
Edit: lol ninja'd
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June 15th, 2009, 03:41 AM
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Corporal
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Join Date: Apr 2009
Location: California
Posts: 176
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Re: Glory v3.17 SP map, hand-named with start locs
Ooooookay! Nix that bit about Caelum. Bad temple guards. I spit on them. Pteu!
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June 20th, 2009, 06:50 AM
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Corporal
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Join Date: Apr 2009
Location: California
Posts: 176
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Re: Glory v3.17 SP map, hand-named with start locs
Alright. I've posted version G5, which now includes a version of the file with no fixed starts. Instead, it has about 35 or so provinces set as #start.
For the fixed-start version, a few nations have been moved around and/or the start locs adjusted; check the image for the changes.
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June 20th, 2009, 12:16 PM
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BANNED USER
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Join Date: Jul 2008
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Re: Glory v3.17 SP map, hand-named with start locs
Something I didn't really notice until now, but putting Fomoria on an island might not be a good idea. Sure they can use their sailing to get to a few provinces, but they'll be stuck with the small amount of resources that they start with. I think you'll either have to move them, or jack up the resources on the island a lot, which has its own balance worries.
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