Post by veroslow on Sept 24, 2009 5:58:38 GMT -6
Valleys Compilation! Tum TuTuTum!
img43.imageshack.us/slideshow/webplayer.php?id=greattemple.png
Stormy Sea Compilation!
img17.imageshack.us/slideshow/webplayer.php?id=costatempesta.png
The intresting thing is the coherence of the stormy sea with the ships movements points ;D
And this is the last version of my map and the final version (hoping) D: Attacment!
This version is designed for the hard mode.
I have added A mini quest for the start with dungeons and some more faith dungeon, just for make Great Temple freeing a bit more fast in the hard mode, also I have added a lot of dungeons,encounters and sprites in the desert area of the map. The only bug that I see for now (only for multiplayer) is the easy way how a player can bloc water passage for ships in the middle of the map whith "create plain", even if the water player will open those passage again, anyway it will be imballanced (evil faction have not the water "Create plain" ability) Maybe it will be fix with village water mage tower, but I haven't do nothing like that for now. :\
I remambar to you that in single player mode you will erase capitals etc with map editor for play 2v2 or 3v3 and if you find the game too easy you will try 1v2 or 2v4 or 1v3 etc also ever even if your faction (evil/good) win you will start the war for the conquer of the world.
Now some questions:
.Will you add in your mod the opportunity to choice if the AI players start with Great Temple already freed? (even in easy/medium mode).
Becouse AI are really idiot and a lot of times they free each hoter G.T. and the game get annoyng.
.How can I read the stealt factor in the unit stats? (how it work)
.If I have understand right you have added the Archers>infantry>cavalry>Archers, This is a perfect idea but how you have ballanced faiths with this new mecanic? For example how is possible that Chaos (cavalry based) is now ballanced against the life (archer based)? I talk like a totally inexperienced about ballancing so this is just a curiosity.
.I like the idea to cut the mercenaries from the capital (especially for multiplayer) but I have seen that the AI are not designed for this mecanic and they steal each hoter capitals and G.T. continiusly, will you at last say to AI to hold many more units to guard the capital and the G.T. ?
.The icon whith the javelin and 2 numbers in the ranged units stas mean: missile damage/missile range or missile range/aimed missile range? Where can I find the missile damage?
.What do you think about a new map makers section in the forum?
THX
img43.imageshack.us/slideshow/webplayer.php?id=greattemple.png
Stormy Sea Compilation!
img17.imageshack.us/slideshow/webplayer.php?id=costatempesta.png
The intresting thing is the coherence of the stormy sea with the ships movements points ;D
And this is the last version of my map and the final version (hoping) D: Attacment!
This version is designed for the hard mode.
I have added A mini quest for the start with dungeons and some more faith dungeon, just for make Great Temple freeing a bit more fast in the hard mode, also I have added a lot of dungeons,encounters and sprites in the desert area of the map. The only bug that I see for now (only for multiplayer) is the easy way how a player can bloc water passage for ships in the middle of the map whith "create plain", even if the water player will open those passage again, anyway it will be imballanced (evil faction have not the water "Create plain" ability) Maybe it will be fix with village water mage tower, but I haven't do nothing like that for now. :\
I remambar to you that in single player mode you will erase capitals etc with map editor for play 2v2 or 3v3 and if you find the game too easy you will try 1v2 or 2v4 or 1v3 etc also ever even if your faction (evil/good) win you will start the war for the conquer of the world.
Now some questions:
.Will you add in your mod the opportunity to choice if the AI players start with Great Temple already freed? (even in easy/medium mode).
Becouse AI are really idiot and a lot of times they free each hoter G.T. and the game get annoyng.
.How can I read the stealt factor in the unit stats? (how it work)
.If I have understand right you have added the Archers>infantry>cavalry>Archers, This is a perfect idea but how you have ballanced faiths with this new mecanic? For example how is possible that Chaos (cavalry based) is now ballanced against the life (archer based)? I talk like a totally inexperienced about ballancing so this is just a curiosity.
.I like the idea to cut the mercenaries from the capital (especially for multiplayer) but I have seen that the AI are not designed for this mecanic and they steal each hoter capitals and G.T. continiusly, will you at last say to AI to hold many more units to guard the capital and the G.T. ?
.The icon whith the javelin and 2 numbers in the ranged units stas mean: missile damage/missile range or missile range/aimed missile range? Where can I find the missile damage?
.What do you think about a new map makers section in the forum?
THX