Top Dog wrote:It's awesome that Marshall can get some help w/ the map, definitely is going to speed things up in the long run. And of course I think whoever does XML coding can get the medal for helping w/ the map!Especially since I just threw together my rough drafts and offered some suggestions here and there!
As for the street fonts... I don't personally mind them... but if you want to mess w/ a few ideas and upload 'em that would definitely help!
and, are you going for a "feudal war" type gameplay w/ the Faction HQ's being like castles? and you lose your castle and you're kinda screwed?
<name>One Gang or One Haven</name>
<territory>Executive Offices</territory> <!-- Machiavellians -->
<territory>Star Chamber</territory> <!-- Aarchons -->
<territory>Custard Stand</territory> <!-- Haven -->
<territory>Grate</territory> <!-- Haven -->
ender516 wrote:Yes, it seems logical. Given the fact that objectives can use continents, why not requirements?
lostatlimbo wrote:With your new gameplay, its seems like it would be really easy for someone with hot dice to take you out early in the game. With Feudal War, there are 20 neturals protecting you from the nearest opponent, but if I start out with 10 and the next guy is only 6 territories away. On that note, with so many changes, will the gameplay be reviewed/restamped?
Victor Sullivan wrote:I'd try to avoid doling out havens in Fort Alamo. I feel like that gives a decent advantage to those starting positions.
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