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Inventive Dingo forums
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Mayhem Intergalactic
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> Topic:
War's Cross + Deravitive maps. (Road of Good Intentions Added!)
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Topic: War's Cross + Deravitive maps. (Road of Good Intentions Added!) (Read 19366 times)
Kumlekar
Eats planets for breakfast
Posts: 140
War's Cross + Deravitive maps. (Road of Good Intentions Added!)
«
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 1174 times.)
Road of Good Intentions.ini
(3.89 KB - downloaded 1195 times.)
«
Last Edit: February 05, 2009, 07:37:06 am by Kumlekar
»
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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
Re: War's Cross
«
Reply #1 on:
February 01, 2009, 06:41:12 am »
Moved to the Map Repository.
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Chris
Administrator
Posts: 410
Developer
Re: War's Cross
«
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.
You should have no spaces on either side of the = sign.
Screenshot attached below.
warscross.jpg
(145.68 KB, 1162x893 - viewed 2304 times.)
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Kumlekar
Eats planets for breakfast
Posts: 140
Re: War's Cross
«
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
Re: War's Cross
«
Reply #4 on:
February 01, 2009, 09:16:32 am »
Nice idea....to be improved!!
Fabio
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Chris
Administrator
Posts: 410
Developer
Re: War's Cross
«
Reply #5 on:
February 01, 2009, 10:53:27 am »
Quote from: Kumlekar on February 01, 2009, 09:04:49 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.
Looking forward to seeing where you take this one!
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Kumlekar
Eats planets for breakfast
Posts: 140
Re: War's Cross
«
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
Re: War's Cross
«
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 1168 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.
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Inventive Dingo forums
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Mayhem Intergalactic
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Map & Mod Repository
> Topic:
War's Cross + Deravitive maps. (Road of Good Intentions Added!)
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