Bloody glorious. Not got time to go over it now as kids have to go to school but will look later. But the bottom of the map is blank. What is going there?
koontz1973 wrote:dolomite, I think you are ready for a sticky now. Will see if anyone has any objections. If not, will stamp this on Monday for you.
tkr4lf wrote:Ok, actually, re-reading the Wizard description, it does say that the Maelstrom borders your favored territories, which means that it can attack them. Hmm, it's a little confusing the way it's worded, although the point did come across after a few times reading it. Maybe it can be worded better? It is a little confusing at first, at least for me it was.
dolomite13 wrote:tkr4lf wrote:Ok, actually, re-reading the Wizard description, it does say that the Maelstrom borders your favored territories, which means that it can attack them. Hmm, it's a little confusing the way it's worded, although the point did come across after a few times reading it. Maybe it can be worded better? It is a little confusing at first, at least for me it was.
Yep that needs a bit of revision to make it clearer. OOps on the seas/swamps I need to make the seas Sea 1, Sea 2 etc and leave the swamps S1 S2 etc... or come up with a new name for swamps or seas. Maybe Lakes or Oceans... hmmm...
Thanx for catching that.
koontz1973 wrote:I think you have waited long enough. From a multi coloured start to this is a big leap. Lets hope this continues in the same vain and good luck with the blue boys. - koontz.
koontz1973 wrote:On he right, you have the miners symbol as 1=+2 and 3=+2. Which is it? Some of the others are the same way. Cultists, +2 for the nuclear symbol, is this for each or all of them.
I like the idea with the chasms being adjacent but this would only be used for reinforcements, does it seem a good way to use space. Maybe another simple bonus for holding both sides would make taking these territs more feasible.
nolefan5311 wrote:I think the land portion of the map looks good as far as bonuses go, though you might want to remove the "+1 for each territory that borders you favored territory" and "+1 for every 3 territories that are neither favored nor adjacent". I don't know that this adds anything particular special to the map, or if its even possible with the current XML (writing a continent bonus that is solely dependent on your starting territory).
As far as the bonuses on the right side, I will need to take a much closer look at them.
Also, a couple minor things...for 2 players games I think you should make it a maximum of 2 starting territories per player instead of the 4 you have now. Makes for more interesting games. And for the chasms, you might want to make those stand out a little more...they're not very noticeable.
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