Imperial Multiplayer Era - version 0.17 released

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turin
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Post by turin »

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You moved the arendians way too far down. You basically destroyed the plains of lavinia! I don't have a problem with moving them south of the river, but not that far south.

Since the Marauder race still exists after the fall of the Lavinian Empire, just not as a unified nation, it is probably best if the Sidhe don't conquer the whole Marauder forest, but instead the eastern half. Perhaps the Western half is less inhabited, and the Sidhe do not have time to get to it before the Marauders return and put up a desperate defence of their homeland.


Here's my variant. It doesn't include the forest after the Seeding.
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Ranger M
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Post by Ranger M »

Why are you using the old version, Look at my version, or at the very least what the shape of Arenida is (see below)

if your going to have a ruddy great river go around it then fine, but at least get the shape right.

*mutters incoherantly about using old maps*

Image

ps, wait for both images to load.
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Post by Oreb »

Ranger M wrote:Why are you using the old version, Look at my version, or at the very least what the shape of Arenida is (see below)

if your going to have a ruddy great river go around it then fine, but at least get the shape right.

*mutters incoherantly about using old maps*

Image

ps, wait for both images to load.
What 2 images?

All I see is the one, and Turin the conquest by the Sidhe was mostly lost and regained by the Marauders and Frost Elves, but the map is sorta looking better, Just needs to be edited with the moving of Arendia down a bit.

What's the actual Scale for this?

Ranger M i can see the resemblance to the map in the campaign... One thing I just remebered about your campaign is that, you make the Sidhe a too Happy Race, I want them to be dark and shady but not orc/undead evil... just semi-evil (distrustful of humans, hate all other races... heh kinda like emos with the emo's being semi-goths)
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Ranger M
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Post by Ranger M »

yeah, that could easily be fixed, my origional plot had them being way more distrustful, and more violent towards humans, but it was too text heavy for little actual story gain, so I shortened it. When db0 get onto re-doing those scnearios then he'll do them so that this is more evident (as per the pm I am sending him now)

as for editing the map, I need specifiactions as fast as possible, as I am in the process of incorperating this map into my campaign, and getting the dots and crossed swords to appear in the right place is a royal pain, especially since I have to restart wesnoth every time to test weather they appear in the right palce.

I basically have two requirements with the shape and location of Arenida (as per some changes I had planned anyway to reflect the history).

It must have the same general shape, forest to the north east, which should be owned by the sidhe untill the fall of the Lavinian empire, when they move out for whatever reason (I don't mind why, they just have to, this doesn't contradict the campaign, trust me.) There must also be mountains which run between the Arenidan planes and the sidhe forests, which cut across the top of (although there can be the odd gap if required) the forest I mentioned earlier. I also need two rivers, the one on the map, and another which runs directly east with some arenidan lands beneath it (to fit in with the history), and they must have access to the coast, prefeably through the current bay which I have in there (which will be made more bay shaped).
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turin
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Post by turin »

Ranger M wrote:Why are you using the old version,
Because you deleted your updated version from your post. I looked for it, but it had disappeared. ;)

Anyway, I'll update the map.



About having the Arendians being further south - probably not gonna happen. The plains of Lavinian must exist, and if I move the marauders further south they won't.

[edit]
Here's a new version of the map.
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Post by Oreb »

turin wrote:
Ranger M wrote:Why are you using the old version,
Because you deleted your updated version from your post. I looked for it, but it had disappeared. ;)

Anyway, I'll update the map.



About having the Arendians being further south - probably not gonna happen. The plains of Lavinian must exist, and if I move the marauders further south they won't.

[edit]
Here's a new version of the map.
Yeah, when i went to edit the map, Ranger Ms map was deleted, and so I used Turins, now its starting to get there

Turin could you do a quick outline of everyones borders?
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Post by turin »

Aye, here tis.
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Post by Oreb »

turin wrote:Aye, here tis.
Did the orcs inhabit the mountain range?

I see what you mean by the uninhabited forests

Also, your lavinian level some damage problems with the lavinians:

Decurion has -1 damage compared to propugnator
All units seem overpowered with high resistance

I have a game running right now, where blade spinners which do 7-5 now doing 3-5 and at nightime (thier specialty)
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Post by turin »

The Raven wrote:
turin wrote:Aye, here tis.
Did the orcs inhabit the mountain range?
Yep.

The Raven wrote:Decurion has -1 damage compared to propugnator
Don't understand what you mean... they're two unrelated units. :?

The Raven wrote:All units seem overpowered with high resistance

I have a game running right now, where blade spinners which do 7-5 now doing 3-5 and at nightime (thier specialty)
Well, they have 30% resistance to blade... that's good, but it shouldn't cut the damage in more than half. Perhaps you were were actually in the wrong time of day, so it was 100% - ( 30% + 25% ) = 45% damage? That would equal about 3-5.
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Ranger M
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Post by Ranger M »

turin wrote:
Ranger M wrote:Why are you using the old version,
Because you deleted your updated version from your post. I looked for it, but it had disappeared. ;)
oops :oops: It must have been deleted along with all the other stuff, i wiped my uploads in an attempt to send a certain pm (which insisted that my attachment box was full), and it never got sent in the end because it never admitted that my attachment box wasn't full.

as for the shape of Arenida, It's got the right general shape for now, but if anybody uses it to make a more detailed final version then I'll detail the changes that are needed (don't worry they're not major, basically changeing the course of the rivers a bit, making the mouth of the river where it meets the sea, either bigger, or moved a but further south, the hills may also be moved a bit, or go compleately, but that is only because of the movement of the river.)

at the moment, just wait untill I have the time (and have finialised my version in accordance with this)
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Post by Oreb »

I mean the gladius attack, shouldn't a decurion prized warrior of the army have a powerfuller attack than a shield rammer

Edit: here's the replay, 40% exp, 2 gold per house and 275 gold start off
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Post by turin »

The Raven wrote:I mean the gladius attack, shouldn't a decurion prized warrior of the army have a powerfuller attack than a shield rammer
I think I've figured out what you mean now... the Decurion has a 7-4 attack, which is better than the Propugnator's 9-3 attack, yet the Propugnator is the main fighter unit.

I'm changing the Decurion to either a 7-3 or a 6-4, probably the former.
The Raven wrote:Edit: here's the replay, 40% exp, 2 gold per house and 275 gold start off
I'll check it out.
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And I hate stupid people.
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Post by Oreb »

turin wrote:
The Raven wrote:I mean the gladius attack, shouldn't a decurion prized warrior of the army have a powerfuller attack than a shield rammer
I think I've figured out what you mean now... the Decurion has a 7-4 attack, which is better than the Propugnator's 9-3 attack, yet the Propugnator is the main fighter unit.

I'm changing the Decurion to either a 7-3 or a 6-4, probably the former.
The Raven wrote:Edit: here's the replay, 40% exp, 2 gold per house and 275 gold start off
I'll check it out.
Good, you got it

Please note, I only ever played for turns 1 and 2 and thats it, I let the Ai take over for me
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Post by turin »

OK, the changes I made were:

Propugnator 9-3 -> 10-3 (equivalent to the Orcish Grunt's 10-3, which might be a problem, but methinks not)
Decurion 7-4 -> 6-4
Decurion 8-2 pilum -> 6-2 pilum
Changes to match for the level 3 units

I don't know how useful the replay will be, since I've already made the changes....
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Post by Oreb »

turin wrote:OK, the changes I made were:

Propugnator 9-3 -> 10-3 (equivalent to the Orcish Grunt's 10-3, which might be a problem, but methinks not)
Decurion 7-4 -> 6-4
Decurion 8-2 pilum -> 6-2 pilum
Changes to match for the level 3 units

I don't know how useful the replay will be, since I've already made the changes....
Well we'll see how it goes
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