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  #1  
Old April 16th, 2010, 08:50 PM
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Default 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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  #2  
Old May 30th, 2009, 09:11 AM

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Default 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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  #3  
Old May 30th, 2009, 12:24 PM

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Default Re: Glory v3.17 SP map, hand-named with start locs

Quote:
Originally Posted by Zeldor View Post
It's rather too big for MP though...
too big.. from the author of WotG?

Sheeeesh = )
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  #4  
Old June 8th, 2009, 11:55 AM
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Default 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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  #5  
Old June 14th, 2009, 09:53 PM
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Default 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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Old June 15th, 2009, 12:03 AM

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Default 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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  #7  
Old June 15th, 2009, 12:03 AM

Frozen Lama Frozen Lama is offline
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Default 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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  #8  
Old June 15th, 2009, 03:41 AM
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Default 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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  #9  
Old June 20th, 2009, 06:50 AM
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Default 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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  #10  
Old June 20th, 2009, 12:16 PM

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Default 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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