Inventive Dingo forums Inventive Dingo forums
News:
 
*
Welcome, Guest. Please login or signup. June 16, 2019, 04:49:49 am


Login with username, password and session length


Pages: [1]
  Print  
Author Topic: War's Cross + Deravitive maps. (Road of Good Intentions Added!)  (Read 12193 times)
Kumlekar
Eats planets for breakfast
****
Posts: 140



View Profile
« on: February 01, 2009, 03:37:04 am »

Just posting this as a basis for some furture maps.  I need to fix production values and add some additions.

Edit:  Added another version based on the same idea.

* War's cross.ini (2.15 KB - downloaded 575 times.)
* Road of Good Intentions.ini (3.89 KB - downloaded 600 times.)
« Last Edit: February 05, 2009, 07:37:06 am by Kumlekar » Logged

What is Six Times Nine
Forty-Two!

Jp may have played mayhem before it was cool, but I play while its cool! *

* "Cool" is defined as the period of time in which Kumlekar plays a game.
Chris
Administrator
*****
Posts: 410


Developer


View Profile WWW
« Reply #1 on: February 01, 2009, 06:41:12 am »

Moved to the Map Repository.
Logged
Chris
Administrator
*****
Posts: 410


Developer


View Profile WWW
« Reply #2 on: February 01, 2009, 08:50:36 am »

Cool map! Interesting use of rifts, though I reckon you should move them away from the planets a little so it looks better - gameplay would be identical.

By the way, the planet names all have spaces in front of them, which looks a bit odd when it comes up in the battle messages. Smiley  You should have no spaces on either side of the = sign.

Screenshot attached below.


* warscross.jpg (145.68 KB, 1162x893 - viewed 1157 times.)
Logged
Kumlekar
Eats planets for breakfast
****
Posts: 140



View Profile
« Reply #3 on: February 01, 2009, 09:04:49 am »

This map is nowhere close to finished.  I had it up for play to demonstrate the basic idea and get some of the production values down, but in its current form winning is primarily luck. Also, I can't move the rifts away from the planets without allowing travel from the homeworlds to an additional center planet.  Instead i'm going to reduce production (and hoefully size) of all planets.
Logged

What is Six Times Nine
Forty-Two!

Jp may have played mayhem before it was cool, but I play while its cool! *

* "Cool" is defined as the period of time in which Kumlekar plays a game.
Prez
Destroyer of Worlds
***
Posts: 60



View Profile WWW
« Reply #4 on: February 01, 2009, 09:16:32 am »

Nice idea....to be improved!!
Fabio
Logged
Chris
Administrator
*****
Posts: 410


Developer


View Profile WWW
« Reply #5 on: February 01, 2009, 10:53:27 am »

Also, I can't move the rifts away from the planets without allowing travel from the homeworlds to an additional center planet.

You could if you added another vertex to each rift. Which would also make it more visually interesting. Smiley

Looking forward to seeing where you take this one!
Logged
Kumlekar
Eats planets for breakfast
****
Posts: 140



View Profile
« Reply #6 on: February 01, 2009, 07:18:20 pm »

Oh, another comment to anyone who plays this before I update again.  Play with ship speed set to instant.  Until I change production values, the natives are negliable on any setting. 
Logged

What is Six Times Nine
Forty-Two!

Jp may have played mayhem before it was cool, but I play while its cool! *

* "Cool" is defined as the period of time in which Kumlekar plays a game.
Kumlekar
Eats planets for breakfast
****
Posts: 140



View Profile
« Reply #7 on: February 02, 2009, 08:05:02 am »

I started another map using this as a base, along with Prez/Khan's Gobular Cluster map.  I'd appreciate suggestions about how to change the starting area, and if I need to loosen up choke points in the center.  This map is designed for natives to be set to normal, but until I rebalance them, I recomend turning on viewing of ships at enemy planets, and setting natives to low.  As for speed, try normal, fast or instant.  It makes very little difference.  (on slow you will be sitting around 16 turns to take the first planet.

I have some plans for some three person and senario maps that I'll be working on once this is playable.  The hardest one for me to make, will be designed for 2v1 play using a similar design to this current map.

* Road of Good Intentions.ini (3.89 KB - downloaded 548 times.)
Logged

What is Six Times Nine
Forty-Two!

Jp may have played mayhem before it was cool, but I play while its cool! *

* "Cool" is defined as the period of time in which Kumlekar plays a game.
Pages: [1]
  Print  
 
Jump to:  

Powered by MySQL Powered by PHP Powered by SMF 1.1.11 | SMF © 2006-2009, Simple Machines LLC

Valid XHTML 1.0! Valid CSS! Dilber MC Theme by HarzeM