Moderator: Cartographers
DiM wrote:is there any chance of making the cities start as neutral?


Victor Sullivan wrote:2011-07-15 18:27:28 - Game has been initialized
2011-07-16 11:09:28 - greenoaks received 4 troops for holding Citta Bonus for All
2011-07-16 11:09:28 - greenoaks received 4 troops for 12 regions
...lol. The fact that each player gets 12 regions at the start should be fixed as well.
-Sully
Top Score:2403natty_dread wrote:I was wrong

MrBenn wrote:Why not then set them all as starts (max=1), so they'll at least get handed out equally, and there won't be so many neutrals?

i concurnatty_dread wrote:MrBenn wrote: I recommend coding them as neutral 2:s. This way they wouldn't be too unattractive for team/1v1 games.
Do both - that's what I was suggesting. Code them as neutral, and stick them as starting positions (max=1).natty_dread wrote:If there's only 5 of them, it wouldn't help 6-8 player games...MrBenn wrote:Why not then set them all as starts (max=1), so they'll at least get handed out equally, and there won't be so many neutrals?
I recommend coding them as neutral 2:s. This way they wouldn't be too unattractive for team/1v1 games.

But then, I'm not sure if that fixes the 12 starting territs problem. How many territories does the map have?MrBenn wrote:Do both - that's what I was suggesting. Code them as neutral, and stick them as starting positions (max=1).natty_dread wrote:If there's only 5 of them, it wouldn't help 6-8 player games...MrBenn wrote:Why not then set them all as starts (max=1), so they'll at least get handed out equally, and there won't be so many neutrals?
I recommend coding them as neutral 2:s. This way they wouldn't be too unattractive for team/1v1 games.

check out the AoR series. the first has just 6 starting positions and the other 2 have 7.Obrens wrote: Hmm... wouldn' it, then, be amusing to see a conquest map with less than 8 starting positions.