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natty_dread wrote:No I couldn't, that would imply that you would need one of both towers.
Light/dark bonuses are for light/dark wizards.
isaiah40 wrote:Heirn Tower/Wizard has a very big advantage over Tamar wizard/tower. Heirn can get the shrine and village long before Tamar can get the unicorn/gold bonus. Heirn has to go through 12 neutrals to receive the shrine village bonus. Heirn now has approxiamately 7 men per turn plus the +2 auto on the village while Tamar is getting the minimum of 5. In a couple of more turns Heirn now has Spirit guard and receiving 10 men per turn while Tamar is fighting to get 5. I suggest swapping Mana5 and S06 around. In this way it will give Tamar an opportunity to at least have a fighting chance.
J_Indr wrote:natty_dread wrote:No I couldn't, that would imply that you would need one of both towers.
Light/dark bonuses are for light/dark wizards.
I think you need to write it there; it's not absolutely obvious. And, in light of your previous stuff, does it mean that dark wizard gets bonus for an ownership of a light tower + a graveyard?
natty_dread wrote:J_Indr wrote:natty_dread wrote:No I couldn't, that would imply that you would need one of both towers.
Light/dark bonuses are for light/dark wizards.
I think you need to write it there; it's not absolutely obvious. And, in light of your previous stuff, does it mean that dark wizard gets bonus for an ownership of a light tower + a graveyard?
Yes, it does mean that. How is "light bonuses / dark bonuses" not obvious? The name clearly implies they only apply to light/dark wizards... otherwise, there'd be no reason to divide them in light/dark groups and they'd be called just "bonuses".
natty_dread wrote:As for the towers, they will likely be redrawn at some point. In fact I believe a lot of the graphics of this map will be changed/improved somewhat after the gameplay is fixed in place.
natty_dread wrote:isaiah40 wrote:Heirn Tower/Wizard has a very big advantage over Tamar wizard/tower. Heirn can get the shrine and village long before Tamar can get the unicorn/gold bonus. Heirn has to go through 12 neutrals to receive the shrine village bonus. Heirn now has approxiamately 7 men per turn plus the +2 auto on the village while Tamar is getting the minimum of 5. In a couple of more turns Heirn now has Spirit guard and receiving 10 men per turn while Tamar is fighting to get 5. I suggest swapping Mana5 and S06 around. In this way it will give Tamar an opportunity to at least have a fighting chance.
Swapping Mana5 away from Tamar is not a really good idea, the Mana fountain after all gives an instant bonus so depriving Tamar of it would do more harm to him than good I think...
What if I move the unicorn from Ta08 to Ta09 so Tamar has fewer neutrals to get to the gold and shrine?
isaiah40 wrote:Um, yea, sorry forgot about this. Anyways, looking at this again, how about moving the shrine at S06 to TA5? Yes Tamar tower will have to go through 2 more neutrals to get the bonus. Not exactly the same as Heirm Tower, but at least Tamar will have a chance. You can then leave the unicorn where it is to help block Heirm a little from getting the second shrine.
iancanton wrote:is it possible to widen the heim river, move the s06 shrine to s04 and move the s04 boat to s06?
iancanton wrote: also, all towers are 2 steps away from the nearest bonus, except heim, who is only one away. swapping he07 with mana6 is an easy fix.
iancanton wrote:the other change i'd like to see is for the n04 shrine to move to me06 to provide some protection for merin tower (especially from aris tower, but also from forces coming via the n05 boat) if desired or an alternative bonus to mana2 if combined with deyr village. merin is fairly easily reached from most towers except heim.
natty_dread wrote:iancanton wrote: also, all towers are 2 steps away from the nearest bonus, except heim, who is only one away. swapping he07 with mana6 is an easy fix.
Actually, that'd bring the shrine even closer to Heim, and that won't do... I'll just redraw some regions to make the distance 2.
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