the World add-on

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Belbog
Posts: 15
Joined: April 13th, 2009, 2:32 pm

the World add-on

Post by Belbog »

Hi,
some days ago, I have published an add-on called simply World. Its name is slightly misleading because the whole world map is not done yet, so the only published map is a map of my homeland, the Czech republic. However, if there will be some positive response, I don't mind creating some other parts of the world, too (not to speak about the global map).
Second thing is that in that add-on I use mode of recruiting units which you may know from blueblaze's add-on called Empires (which means units are being recruited in your free villages; and different units in different types of villages!). It is both more realistic and it spares a lot of space. But the problem is that the computer cannot play that way. So, I can modify each map to create a "classic" variation - if you'd like.
I'll be glad for any feedback. If you want me to create a map of your country, try to be the first! ;-)
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Maramros
Posts: 70
Joined: December 23rd, 2008, 8:58 pm

Re: the World add-on

Post by Maramros »

Saw this add-on a few days ago, really enjoy it. I've only played against myself, but one thing I found was that using zookeeper's Diplomacy Era worked well with this, making things interesting... More maps would be awesome, but I don't really have any to suggest... Allowing players some freedom in choosing their leader could add some more variety to it, as well, although I understand how that could imbalance some things.

The game is fun, but the map doesn't really feel balanced to me. Green especially gets strangled quickly just because it has difficult terrain and villages are sparse, so it quickly gets overwhelmed. Red can get crunched relatively easily, if Black or Orange moves fast enough. Purple has a nice side to expand from, and if it makes a truce with Blue, then they are quite powerful. Orange can expand quickly, but needs to form alliances with others, or it can meet the same fate as Red, relatively quickly. Brown and Green feel like they can't really go anywhere, and can quickly get crushed as well. Same with White, though not to the same extent.

Basically, the southern and southwestern sides feel, at least to me, as if they get strangled in difficult terrain, while the eastern and northern teams expand quickly, and then must either form alliances or destroy each other. Black+Red and Blue+Purple are both formidable teams.

I'm someone who often gives advice, but I don't actually care if you follow it or not. Keep up the good work :) Incidentally, have you thought about porting midland to 1.8, or even 2.0 when it comes out?
Please remember, my opinion is my opinion. Please listen, but my opinion is only, and will never be more than, my opinion. It is not yours. You do not have to act on it. I'm not telling you what to do.
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Crendgrim
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Joined: October 15th, 2010, 10:39 am
Location: Germany

Re: the World add-on

Post by Crendgrim »

I also saw it a few days before. "Oh, a mapset with world maps. This sounds really interesting." I downloaded it - and was a bit surprised when there were only one map. :D
I wanted to test it, but forget to do so. Then I saw your post here and thought: "Nevermind about just having one map - everything must start sometimes".
So I started a match against myself and must say: Very interesting.
The battle can change so often (caused by the difficult terrains everywhere) ... I like it.

The only bug (?) I found was that a leader in a village can recruit as many units as he wants to - and all these units are able to move.
So, if you've got enough money ( = enough villages; what is for some start position not a big problem) and a leader near to your battle front, then you can produce many horsemen and your enemy has no chance ;)

But else it's a great map.
I hope to see more in the future :)


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Maramros
Posts: 70
Joined: December 23rd, 2008, 8:58 pm

Re: the World add-on

Post by Maramros »

Having the leader be able to recruit units was intentional, and has been that way in all of the maps that use this recruitment system, as far as I know. If you notice, the leader himself cannot move after recruiting this way, and the reason for doing all that, I believe, was so that people would actually use their leaders, and leaders would have a purpose, rather than people just sitting their leaders back in the furthest reaches of their territory, people would actually bring their leaders to the front. It's so that effective leader use can turn the tide of battle, rather than having a leader be a useless unit, to be protected at all costs, or even a token unit, as in Conquest and Empires.

At least, that's what I always thought/think.
Please remember, my opinion is my opinion. Please listen, but my opinion is only, and will never be more than, my opinion. It is not yours. You do not have to act on it. I'm not telling you what to do.
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Crendgrim
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Posts: 1328
Joined: October 15th, 2010, 10:39 am
Location: Germany

Re: the World add-on

Post by Crendgrim »

It seems to me that the unit which is recruited in one turn shouldn't move any more - and that this failed with the "leader recruit".
I think it's a bit overpowered that a person can create units they just can attack the opponent - in my opinion they should have got 0 MP after being created.


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