Here is the last xml I updated, posted in the thread on March 27th. I'm pretty sure this file solves all the issues, but I don't think reflects any GP changes discussed in the thread, as I don't think any of those changes were agreed on.
Ladies and Gentlemen, It's with a great pleasure that I can say that the xml was updated I'm going to unlock the map again, let me know if anything works in an unexpected manner.
I think more neutral are needed. Especially on Pegasus. It allow way too fast attack between player IMO. Then most of the map is ignored, it is just the one that can break his opponent first, at least in 1vs1, making it unbalanced for 1vs1 game..
donelladan wrote:I think more neutral are needed. Especially on Pegasus. It allow way too fast attack between player IMO. Then most of the map is ignored, it is just the one that can break his opponent first, at least in 1vs1, making it unbalanced for 1vs1 game..
Will wait fir a few more games to be played for this to change. I agree to a point but am not going to change it this quickly as it has only just be re opened.
Apologies if this has been asked before but: Why do C8 and L9 (the spears) have different neutral values given they are functionally identical?
Edit: Haven't reached a slave entrance to check yet (though it's my first priority in the game I'm playing) but BOB seems to imply you can assault them anytime, is this just that BOB can't interpret conditional borders correctly or is the prometheus problem still in existance?
EricPhail wrote:Apologies if this has been asked before but: Why do C8 and L9 (the spears) have different neutral values given they are functionally identical?
Edit: Haven't reached a slave entrance to check yet (though it's my first priority in the game I'm playing) but BOB seems to imply you can assault them anytime, is this just that BOB can't interpret conditional borders correctly or is the prometheus problem still in existance?
The different values are on the spears as one has an advantage over the others in the way you can get to them and also where they are on the board. And BOB cannot interpret conditional borders.
koontz1973 wrote:Thank you dazza, always glad to hear that. But do you have anything that might make it even more awesome?
I'm not great at all this map making stuff so i dunno. It seems to work well as it is to me. I have only played it 1v1. I have some dubs and trips waiting to fill. I might have more idea on anything after them.
New image fixes K5 but not N7 (the food is on the corner of the yellow bombardment area according to BOB and the large map, but one in on the small)
It could of course be that the small map is correct re: n7/8 and the large map (and presumably the xml according to bob) are wrong but there is a discrepancy there
EricPhail wrote:New image fixes K5 but not N7 (the food is on the corner of the yellow bombardment area according to BOB and the large map, but one in on the small)
It could of course be that the small map is correct re: n7/8 and the large map (and presumably the xml according to bob) are wrong but there is a discrepancy there