Well, none of my locations are time dependent, if I understand what you mean correctly...
However, as I said a couple posts ago, the graphical problem seems to have solved itself. I post the map anyway...
I was able to save myself a lot of units by giving the AI player aldarises instead of groups of zerglings and hydras (although I'll probably want to put in a few extra hydras for anti-air), which I used since the players probably wouldn't be using them (you can't create them ingame) and they didn't need to respawn. Now I'm primarily worried about locations.
I have a few of the triggers in, but not many. You could technically run the map, choose a civ, and start killing stuff, but nothing past the stone age is triggered in (if I even got that far, it was a while back when I did the first triggers) and I haven't triggered in the land acquisition system (although you'll get minerals for your starting beacon... I think).
Most of the units are named, but their stats are unmodified thus far (I just wanted to be able to remember what was what).
I've placed most of the stuff except for the treacherous waters, and I was also planning on putting in an interface where a player could build older units if he wanted to (ie, someone wants to build chariots [broodlings] instead of horsemen [ultralisks] since they're having trouble fitting the ultralisks through a chokepoint or something). The treacherous waters are necessary, especially for the Mayaman (long island between the two big continents).
If you've played Civilization World before, this map is very similar. I'm adding a ton of stuff though. Namely:
1.) Making it so that boats can't go across big oceans. You can have transports in the stone age, but don't expect to get past anything but small rivers and such.
2.) Creating a territory limit based on governments.
3.) I'm hoping to make the AI player much tougher. In the original Civilization maps, I could take an entire continent with iron-age zerglings with ease. I don't want this to be the case. To accomplish this, my current idea is to give the AI player the unused upgrade that controls building armor, which will make it's sunken colonies significantly stronger (not sure if this will be enough yet). I also have plans to implement AI civilizations (distinguished from the regular expansion spots by having hatcheries) that will spawn units and try to attack the player every now and then. If I find it necessary, I may implement a period of resistance for when a player captures a territory that involves the territory spawning units (probably warriors for stone-iron, medieval infantry for medieval, musketmen for imperial, riflemen for industrial, guerrillas in late industrial to modern, dunno what yet after that).
4.) A system of "culture," which is steadily brought in by certain buildings (shrines, temples, cathedrals, etc) and wonders. These culture points are used to buy special units.
5.) I'm adding in new advances, units, and wonders, removing some old ones, and adding in new governments.
6.) If I somehow have enough locations, I'll implement "goody huts," which, just like in the real civilization games, give you some sort of benefit (or spawn barbarians) if you bring a unit to them.
7.) I also have some natural landmarks as well as some pre-built shrines, but I can't remember what the landmarks do...
8.) The game starts out in an ice age, complete with land bridges that you can cross. These melt early on in the game (the locations of the crossing points are moved to the advances, which the players can't reach until after this happens).
9.) I'm planning on implementing a system where farms are destroyed earlier or later based on how close they are to the polar regions. Not sure if I'll carry this out or not. Also, some areas will have better agricultural potential than others.
10.) Oh, yeah, and I'm not using an earth map. Obstensily, this is because I'm more creative and like inventing my own worlds, but the real reason is that I can't draw an accurate earth
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11.) I MIGHT decide to put in an advance trading system. I may decide against this since it'd be a tad unfair to the isolationist civilizations, such as the Kalt and the Mayaman.
12.) I could have sworn there was something else, but I can't remember what it was... I'll edit later if I remember...
I also was originally planning to create an area for colonization of another planet (with all the extra space up in the advances/interfaces area), but this doesn't look very likely at this point (not enough locations).
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