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[Spoilers] FFH PBEM XV Map Thread

So, a few days ago I ordered a new desktop PC to replace my old, outdated, increasingly unreliable model. Sadly, it arrived defective and had to be shipped back. Today the HD on my old desktop finally gave out, and then the HD on my laptop died shorty after booting it up an hour later. Right now I'm on a relative's computer, until my replacement desktop arrives in a few days (and assuming it works this time around).



Which is to say that I have no access to FFH, so I can't finish editing the map and I can't send it out to the players.


I'd really appreciate it if some hardy soul could do so for me.



The edits needed to the map are as follows:


* Delete every goblin archer in a goblin fort on the map, to prevent there from being multiples when the players load the game. Leave the forts intact

* Delete every Bridgit, but not the Circle.

* Delete the Orcish promotion if it is on any of the units in the Vault or Mysterious Cave questing area. For the two Minotaurs and four Ghosts, please replace it with the Demonic racial promotion. For Captain Cold Heart (boss unit in the center of the maze), give him the Dwarven racial promotion.

* Give the players one warrior each, with the following promotions: Heavy, Strong. Give them each a scout, except for Thoth who has a goblin instead. Please make sure that everyone's warriors and scouts have the correct racial promotions.

* When setting up the game as a PBEM, make sure that OO is banned. Also, set Living World, Aggressive AI, No Vassals, No Acheron, No Orthus, Wildlands. Make sure that all players start at Monarch difficulty.



I think that's it.


Many thanks for whoever can do this =)


Edit: Also, after making the changes it might be a good idea to play a few turns with the file as a sp scenario using the Clan, to test to see if the WS can still capture units in the Maze or named units in the Vault (it should not), and to be sure that the Hell Terrain in the maze didn't obliterate the walls somehow.
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Btw, regarding Captain Cold- if it isn't obvious, he's the real prize of the Maze, since the resources there would be a huge pain to actually connect. I think that whoever can manage to get a Mind III or Command IV unit over to him through all of the various obstacles deserves an immortal heroic Ice III unit smile
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Quote:Btw, regarding Captain Cold- if it isn't obvious, he's the real prize of the Maze, since the resources there would be a huge pain to actually connect. I think that whoever can manage to get a Mind III or Command IV unit over to him through all of the various obstacles deserves an immortal heroic Ice III unit


Isn't he "held"? That makes him rather useless.
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Nope, I just gave him an "AI Unknown" script to keep him in place.
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Laptop is mysteriously working again, so I made the edits, tested to make sure they took (they did), and then sent out the turn.



I hope Thoth doesn't just murder everyone with gobbo archers early. Starting warrior buffs should at least help a little bit there.
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Attached is the final version of the map (mostly added player starting units besides settlers, deleted extra Bridgits, fixed barb racial promos). Whoever edits the World Builder file for the EitB game should use this version.


The terrain and resources for both maps are identical.
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When do the extra units get added on goblin forts and the ring of carcer? When you open the file on WB? I remember deletting a lot of them on the FFH XI map, but I always left one on the forts. If you delete every unit, won't the map start without goblins on the forts or will they be readded when a player loads up the game?
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The game adds the goblins / bridgit whenever you load the save file (you have to load it as a sp scenario to access the WB for subsequent sessions after the first). It'll spawn them even if you delete them all; indeed, you have to do this unless you want two or more goblins in every fort.
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Well, despite Bob's advice, I managed to mess up my edits for the EitB game: the Amurites and Lanun have the wrong starting civics. I've attached the worldbuilder file in case someone has time to fix it; otherwise I'll try to sort it out tonight.
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Huh... can everyone see Pearls in EitB? I hadn't even considered that. I guess they're mostly spread around evenly, I just sort of tossed seafood resources around for the maps.


I'm still not sure that I'm satisfied with how the resources turned out... I might have made the map way too lush (although players seem to enjoy a stupidly rich map over one which is more sensible and aethestically pleasing lol). But hey, no one complained in this thread about it when I asked for feedback, and I suppose that having heaps of resources helps balance out the fact that the starts aren't mirrored and are only roughly equal.
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