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"To play choose the following when setting up a match:
Map style – Custom
Location – ZN@BF_Rivers_v2.3"
I'll add it to the list of possible ideas.
@Ƒәяяϊɳ - I know, I know, I need to go fix that part myself. It's part of the new syntax checker. I'll try and get it done today.
I have NOT significantly redesigned the forests yet. I would go for the trees-as-objects option, but object trees not being green on the minimap is a game-changer for me.
Grabbing the original BF and "adding some rivers" doesn't work at all. In order to produce rivers you need to use water as the base terrain and the spacing between the lands lets you create rivers. BF uses forest as the base terrain and creates player lands made of grass in the forest. Trust me on this; if it were that easy, I would have done it that way in the first place.
I'll work on a new version and see if turns out to my liking. I can then send you a high relic version if you want. :)
That's the summary of Sherood Forest (one of the ES maps), and the result: No space to build until the Imperial Age, when you can get Onagers or Siege Onagers (depending on whether you have TF or not).
My suggestion would probably be to have "base_terrain GRASS" and place the forest from that, but that would probably create too much openess: that said, you can spam forest clumps and let the Connections cut the paths.
Or you could just grab the original Black Forest (run a quick search in your directory, it'll probably only show up with TF) and add some rivers :P
Relics is fine, I'll edit it myself :P (if I can find the file, my expertise is with Non-Steam (so much smoother....) :P)
I love the "hemmed in" feeling, but I got a lot of complaints about it in the first version of this map (which had more forests). So I made an "Open Edition" as well. I merged both of these, and randomized the forest amount (plus various other fixes) in v2.
If you use the manual download from AoKH you can get the old version (v1.1).
The forests have been a continuous source of dissatisfaction for me. I just can't seem to get them right - sometimes players have almost no space at all, and for other players it is way too open. Sometimes the forest bunches up too much and sometimes it doesn't. I had an idea to create the forests by placing trees as objects rather than terrain – that might let me keep it away from players. I'll try that out in the next version.
Relics are probably staying at 5. Yes, I know it is fun collecting lots of relics, but I don’t want t make it too hard for players to attempt a relic victory, should they desire that. That’s why my maps usually have 5 relics (more on LudiKRIS size).
Anyway, thanks again for the feedback. Hopefully I will have time to do a round of updates on all my maps this summer.
There really isn't enough to make it a "forest." There's a LOT of clearing. I know you were probably miffed about the previous lack of space in the original BF, and I know you had some problems with the starting space (try a bigger player_lands?)... but it's nice to have that hemmed-in feel and be able to cut a way with Siege Onagers into an enemy's base.
I'm not complaining about running out of wood *COUGH*RealWorldBritain*COUGH*; it's just that it's Black FOREST.
The rivers are veeeery nicely done. Not too big, not too small, but a good size to be able to a) hoard a navy and then bash 'em from the shore, and b) spam Fish Traps (a hobby of mine, with good micromanaging (and no lag... :| ) they are cheaper and better than Farms). Plus, the fish quantity is good and no annoying "CAN'T BUILD A DOCK! SHORE FISH!" :P