Moderator: Cartographers
what ducks ???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.
very true was not looking at the map when i made my last postColeman wrote:That's what the shields are for rebel...
In the lake at the top of the river... evil dice ruining ducks!!!rebelman wrote:what ducks ???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.
/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

found them and i am certain now they are the cause of my brutal results on that mapyeti_c wrote:
In the lake at the top of the river... evil dice ruining ducks!!!
C.
hey enough about ducks. or i'll personally go and shoot them. let's focus on the map here.rebelman wrote:found them and i am certain now they are the cause of my brutal results on that mapyeti_c wrote:
In the lake at the top of the river... evil dice ruining ducks!!!
C.
global warmingDiM wrote: any other concerns?
yeahrebelman wrote:global warmingDiM wrote: any other concerns?
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.
u'rl and g'th need to be higher as they in effect guard access to the sanctuaryDiM 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??
if we're talking about escalating then if a guy gets to cash in so many troops to kill the 100 neutrals then it means the other people are also in the position of cashing in at least that many troops and they can go and kill the first guy. remember he has to kill the 100 neutrals and hold the sanctuary for a full turn. that's why it really doesn't matter if u'rl and g'th are 5 or 10 or whatever. i say 5 is a fine number because if you come to take and hold the sanctuary you come with at least 200 troops so 5 extra won't matter that much. if you come with less than that then you wither won't kill the 100 neutrals or you won't be able to hold it.rebelman wrote:u'rl and g'th need to be higher as they in effect guard access to the sanctuaryDiM 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??
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
i like the camp fires they would look neat on the snow. i think i may add some camps and carts with fires and wagons at crossroads to represent merchants. and i could even add some houses near the villages.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
well the problem is that reindeer and elks don't appear out of nowhere. this used to be a calm moderate weather land before the ice spell. so they have the same animals as before. elks can't suddely barge in the landBlueneutron 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.
actually if you know how to expand, the bonuses can gather quite a lot even in no cards games.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
but it wasn't the oil from now. it was made from animal grease or plants.Herakilla wrote:are you kidding me dim? oil lamps were all teh rage back then!
not realy, i would not want saudi oil on my salad but i do love olive oil.Herakilla wrote:it is still oil no matter how you look at it