A map with lots of independent pirates on the surface, and goodies and bizarre heroes. This map is not a balanced one, I did not do a good job with it when I was still playing Wizard's Throne, and even now, the quest system of having one big quest followed after 3 small ones has not been completed. Sorry, folks. I will try to fix up those Pillars of War very soon.
This is a naval/underground warfare map, set between Karissa vs. Arctica, and Meandor vs. the All-Devourer, with indie invasions coming from the 4 human cities in the sea. The terrain is quite varied enough, and so are the resources as well. I have added in two interesting ..... tweaks to the game, and I was planning on 2 more, but I'm just too lazy a git to get it running.
19-20 June: fixed the underground a bit, and added new mini-quests. We also added the Pillars of War, a good time to use those horrible spike-like formations created from placing cavern tiles on the surface/shadow layer.
21 June: fixed up the seashore a little bit, it looks less flabby now (if ya get mah drift ....)
29 July: fixed AI, as well as a quest that wasn't working, alongside with repositioning of the All-Devourer and Meandor for more "balance" - originally I never made maps with balance in mind; the original tricks for Meandor being to explore the vaults for tunnelling gear and for the All-Devourer to use the Big Beetles to tunnel its way out. Some extra teleports have been added too, alongside with a dungeon.
Nonetheless I hope the bitchy humour will keep you tickled pink enough :P
Map was fine to play as an explore and see what happens. Pirates weren't very agressive.
The Goblins are hopelessly constrained and the Shadow Demons are not much better off. The Orcs were killed off on the second turn.
Map Design: 4
Nice looking map with some interesting navigational issues.
A few pop up stories.
This is rated as being played by single player as the Frostlings against CPU Kings.
[Edited on 07/26/06 @ 10:08 PM]
The_Sheikh File Author
Posted on 11/11/06 @ 07:09 AM
I know, I just realised that the new AI doesn't really play with ships or balloon units. I just don't know what happened, but from now on I'll be taking that defect into mind. Because I test-played several AI players and realised that even those players that had the resources wouldn't produce balloons and/or transport units, unless they were like race units i.e. Air Galley or Forceship. I really must fix this one this time around.