Moderator: Cartographers
Coleman wrote:I'm not opposed to having it on the large map and removing a bit of that detail on the small map.
mibi fought pretty hard to keep his ducks though on Siege and I can't really tell that's what they are on the small map at all.
Coleman wrote:That's what the shields are for rebel...
rebelman wrote:Coleman wrote:I'm not opposed to having it on the large map and removing a bit of that detail on the small map.
mibi fought pretty hard to keep his ducks though on Siege and I can't really tell that's what they are on the small map at all.
what ducks ???
/me heads off to look at the siege map and thinks it must be those sneaky invisible ducks have been preventing me from winning on it
yeti_c wrote:
In the lake at the top of the river... evil dice ruining ducks!!!
C.
rebelman wrote:yeti_c wrote:
In the lake at the top of the river... evil dice ruining ducks!!!
C.
found them and i am certain now they are the cause of my brutal results on that map
DiM wrote:any other concerns?
rebelman wrote:DiM wrote:any other concerns?
global warming
ongoing political unrest in Pakistan
the problems in the Middle East
the price of petrol and the cost of living in general
people living in consistent poverty
although I don't think these need to be addressed for this to be final forged.
DiM wrote:
also i'd like to talk about the starting neutrals.
the ones in the previous chapter are the starting base but some modifications are needed especially for the zones that now have new borders (the ice bridge borders)
also ieme will be 5 and rhit will be 3.
anything else? suggestions for rongar croch voigth and g'th...??
i say
5 rongar, g'th and voigth
3 for croch
also the terits in the sanctuary should have 5 each?
and the sanctuary 100??
rebelman wrote:DiM wrote:
also i'd like to talk about the starting neutrals.
the ones in the previous chapter are the starting base but some modifications are needed especially for the zones that now have new borders (the ice bridge borders)
also ieme will be 5 and rhit will be 3.
anything else? suggestions for rongar croch voigth and g'th...??
i say
5 rongar, g'th and voigth
3 for croch
also the terits in the sanctuary should have 5 each?
and the sanctuary 100??
u'rl and g'th need to be higher as they in effect guard access to the sanctuary
I'm thinking because of the bonuses 100 is relatively low for the sanctuary (although im judging this in chapter 1 terms) but if one was playing unlimited esc. on this map it would not take that long to get up to 90 / 100 army deployments
Herakilla wrote:i just spent like 5 mins reading from page 3 (where i last was yesterday) to page 10 lol, youve been busy today!
my suggestion: if this is considerably later in time than CH 1, maybe you could add on to the castles since they would expand. or better yet, make like a suburb around the castles showing that they expanded past their walls like what would happen.
then maybe add a little red orange and some light to show camp fires and that some one is alive in the castles lol and the villas too
DiM wrote:things that need discussion:
4. are the wheat and corn resources realistic? should i change them? if i should, then to what?
Blueneutron wrote:DiM wrote:things that need discussion:
4. are the wheat and corn resources realistic? should i change them? if i should, then to what?
You should make the Wheat and Corn something winter oriented, like Fur and Oil, or Elk and Reindeer. Berries and baskets are lame.
Herakilla wrote:oh gameplay? in my opinion it is at or is close to being what you could want. assuming of course that you want people to exnd and actually build empires
the only thing is, in no card games and flat rate it will be considerably easier to just kill other players lol im not sure how you can fix that short of making neutrals between players very high
Herakilla wrote:are you kidding me dim? oil lamps were all teh rage back then!
Herakilla wrote:it is still oil no matter how you look at it
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