Blakkrose wrote:*removed the 8 starting points, as suggested by Aleena, players will start from 4 random territories among the 92 gems
Great idea. You may want to make sure that each player gets 1 non random and 3 random starts. This would allow you to make sure that at least 1 territory is at a consistent distance from each other player.
Blakkrose wrote:split level, as suggested by dolomite13 to make the game more dynamic,
Yea! and I love that little spiky graphic.
Blakkrose wrote:*it is possible to create a conditional Territory Killer (I am referring to Crystals)?
Not with the current xml. Conditionals are only available on borders at this time. You already gate access to the crystal with Gruhl .. just make it a killer 3 or 5 and you are all set. That way players wont be able to use it for surveillance of the map in a fog game without having Gruhl.
Blakkrose wrote:*In the previous version all Crystals suffered a decay of 3 troops per turn. it is possible to maintain this characteristic while inserting the Killer Territories?
With not being able to do conditional killers it won't really matter. I suggest making them killer above.
Blakkrose wrote:What happens to the troops of on TJ1, TJ2, TJ3, TJ4 and Jinn's Crystal if you do not have the Key?[/b][/color]
Nothing, they will stay the neutral value you set them to. Jinns Crystal will decay by 3 even if you have the gate or key or whatever but only if controlled by a player as neutrals don't decay. If you want to make Jinn's Crystal a Killer like all of the other crystals it will reset only when held by a player for one turn.
=D13=