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Guild of evil mapmakers - The Map thread

devil
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So, what do I actually have in store for them?

Here's a WIP map, terrain and barbs.

Dropbox link

Resources, lairs, starting units and other extras not done yet.

Ocean hill has Eyes and Ears Network ( that's the Internet wonder for you BTS folks )
Land hills, both of them, have Mines of Gal-Dur.

As said in tech thread, barbs will be though and will scale with the players. At least until the hills fall.
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Dang it work is blocking dropbox frown. If this is anything like FFH10 it should be a lot of fun...

Darrell
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Third pass.

Dropbox Link

Incorporating some feedback from Ilios about terrain. All resources placed. Starting units done.

To do :

Lairs
Fog of War
Finishing touches
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A bunch of further feedback and fixes. This is a candidate for final version.

Dropbox Link
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I should be sleeping but I saw you posted the pics. It's too late for me to look at the whole map, but for the starting positions, I think Lanun need to be revised. I think it is clear that you intended everyone to settle in place but while the dwarfs have 1 bad tile in the BFC (peak) the Lanun have 5 (!). If they want to settle at the water it is even worse but I guess thats meant to offset their pirate coves? Still, I think if they settle landlocked, they should get a capital as good as that of everyone else at least and not one which does have some nice resources which they will not use for a looong time (Hunting).

Also is it meant for the map to need a straight beeline via Crafting -> Mining (for Wines and Gold)? Seems to lock everyone into that path tbh. Also if someone starts with Crafting (I don't know that), they would clearly be in the better position.

Maybe all that is offset with the rest of the map, I don't know. And I certainly do like what I see till now as well, but I think in FFH2 the capital-position is probably the most important one in regards to balance because of how long you actually only have that one city.
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Serdoa Wrote:I should be sleeping but I saw you posted the pics. It's too late for me to look at the whole map, but for the starting positions, I think Lanun need to be revised. I think it is clear that you intended everyone to settle in place but while the dwarfs have 1 bad tile in the BFC (peak) the Lanun have 5 (!).
I assumed they will want to move towards the sea, which will trade some bad tiles for coast and coves. Or he can move 1NE for a completely landlocked city with almost no desert.

Serdoa Wrote:Also is it meant for the map to need a straight beeline via Crafting -> Mining (for Wines and Gold)? Seems to lock everyone into that path tbh. Also if someone starts with Crafting (I don't know that), they would clearly be in the better position.
Only civ starting with crafting are khazad, but they'll be gimped enough by vaults to offset any advantage possibly gained from that. There's plenty of ariculture/calendar/ah/fishing stuff on the map, but it's all in the contested and less secure areas.

But yes, the general idea is to push people into less prefered tech paths ( hunting and mining with no copper declared on the map )
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After sleeping on it, I did some tweaks to Lanun terrain to make bot coast ( extra oasis to be picked up if they move there ) and land 1ne move ( two out of sight peaks moved away, a bit of extra green ) more habitable. Added a shrub 1w from their start so they can move and settle in one turn if they pick the coast+gold option. There was also a pirate harbor that could block some cove sites near their start, that's gone now.

In other fixes,

Amurites got one tile ( forest ph )out of commission with fallout, to bring them in line with all others if they sip.

All guardian vines changed from being mutated/held to undead/held. Apparently some of the mutations spawned allowed AI in test games to move them off the castles despite held promotions. Don't ask me how, no idea.
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After playing the game a bit, it would seem that health might become an issue due to the lack of grains, livestock and fish resources.
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There's some of that a bit farther out in the map and maybe they can actually ( perish the thought ) build a herbalist or an aqueduct if they want to grow a bit higher? lol Yeah, it might be a bit of an issue, but it shouldn't be crippling by any means.
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