After such a long time, it would not be surprising if no one cared about this project anymore. This post is for the people that still do care.
During my absence from map making, I have decided to take this map in a completely new direction. The map now captures more of the feel of D&D along with other minor changes.
Races :
Races were changed drastically from what they were. Each race now is geared towards a certain strategy that coordinates with their nature in D&D. For example, the Kobolds have been turned into a horde team that gets screwed over with weak units, but gets multiple units for every one built. This will force the player to use zerg rush tactics in order to win.
This also inadvertantly resulted in difficulty levels. In a few of my previous posts, I had mentioned that the humans (with no unique units) were a team more suited to an intermediate or expert player. All teams now have a relative difficulty level to make this map just a bit harder. I could go on about the other race strategies, but I think you get the idea.
Other Things :
Being a Civilization based map, I decided to put in some of the more prominent features of the actual Firaxis game. Most players remember the infamous source of horse. You are not a real gamer if you did not at least chuckle the first time you saw that. Throughout the map, I added a total of 8 sources of horses which can be captured like cities. These are key if you plan on building Cavalry or Banebreak Riders (Orcs) (Drow players get an advantage here as their Drider unit (unique Cavalry) does not require a source of horse) (Warforged also get this advantage for their Charger).
Another Civilization aspect that was incorporated was the Tribal Villages. Just like in the actual Civ, you can use some of your troops to plunder the villages for a bit of money. The balancing of these villages also is set to reflect the concept that the amount received really only helps in the early stages of the games. I may also include an increase to the amount based on the current age you are in, but I have not decided yet.
Things Removed That May Be Put Back In :
For this first release, there will be no Hyper Triggers. This will definately be put in in a later release, as the amount of locations that I had to use to compensate for the lack of death counts is staggering. Which brings me to the next removed item. I had thought that the threat of a demonic army coming into play during the middle of the game could be interesting, but then I ran out of locations. So you probably will not see any demonic crusades this time around.
I think this is all I needed to say. Just like all the other times, questions will be answered promptly blah, blah, blah.
Post has been edited 1 time(s), last time on Dec 19 2009, 10:51 pm by BaneOfRome.
None.