New Maps for EPL2/Next Patch
Re: New Maps for EPL2/Next Patch
It's not necessarily bad map design, it just favors early pressure. One way to offset it would be to have both players start with an outpost wagon.
You need more gimmicks
These maps look good though
You need more gimmicks
These maps look good though
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Re: New Maps for EPL2/Next Patch
Will take this under advisement. Thanks.Mr_Bramboy wrote:@vividlyplain One piece of criticism I've been forwarded is the fact that your mines are only on either the top or bottom side on Bering Strait. Take a look at the minimap.
Imagine the blue player pressures red. Blue only has to pressure the south side of red's base to deny all gold mining and there is no other place for red to go. This is bad map design. I suggest adding more mines on the smaller islands in the middle, and perhaps removing some of the mines in the north/south if the change results in too many gold mines on the map.
Thanks. Will consider this too.Goodspeed wrote:It's not necessarily bad map design, it just favors early pressure. One way to offset it would be to have both players start with an outpost wagon.
You need more gimmicks
These maps look good though
I do fear that this specific gimmick might make RE iro great again.
Re: New Maps for EPL2/Next Patch
Why? You can't have them start with an outpost wagon? Has to be a regular travois?
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Re: New Maps for EPL2/Next Patch
I think you can.Goodspeed wrote:Why? You can't have them start with an outpost wagon? Has to be a regular travois?
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Re: New Maps for EPL2/Next Patch
maybe i'm thinking of the fort wagon that won't build for TWC civs? or perhaps i'm totally wrong and need a certain MUT to guide meGoodspeed wrote:Why? You can't have them start with an outpost wagon? Has to be a regular travois?
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Re: New Maps for EPL2/Next Patch
Just tested it. Iroquois can (only) build a warhut from an outpost wagon.
Re: New Maps for EPL2/Next Patch
Might have to make a new unit that builds a siberia style outpost.
mad cuz bad
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Re: New Maps for EPL2/Next Patch
Or Russia for that matter, if they get a blockhouse wagon... But it would be nice to make it work with a Siberia style wagon !vividlyplain wrote:
I do fear that this specific gimmick might make RE iro great again.
ESOC : came for the game, stayed for the drama.
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Re: New Maps for EPL2/Next Patch
i just tested by sending team outposts as otto to three TWC allies and all three built actual outpostsMr_Bramboy wrote:Just tested it. Iroquois can (only) build a warhut from an outpost wagon.
perhaps it is a different wagon in the code
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Re: New Maps for EPL2/Next Patch
Strange. I used scenario editor to give Iroquois the "VIL Outpost Wagon".vividlyplain wrote:i just tested by sending team outposts as otto to three TWC allies and all three built actual outpostsMr_Bramboy wrote:Just tested it. Iroquois can (only) build a warhut from an outpost wagon.
perhaps it is a different wagon in the code
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Re: New Maps for EPL2/Next Patch
I'm looking for another outpost wagon. There are two different banks (one dutch and one asian) so maybe this is also true of outpost wagons.
Re: New Maps for EPL2/Next Patch
I just dug into this a bit and apparently the ability to build War Huts was added to EP as a "bugfix", while on RE you can't build anything as WC civs. Personally, I question this decision, since a War Hut isn't really of equivalent effective value. Although less thematically-appropriate, it would perhaps be more balanced to just give TWC civs the asian siberia-style outpost instead.
Nah, the AI is just cheating, you can't do that as a player.vividlyplain wrote:i just tested by sending team outposts as otto to three TWC allies and all three built actual outpostsMr_Bramboy wrote:Just tested it. Iroquois can (only) build a warhut from an outpost wagon.
perhaps it is a different wagon in the code
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Re: New Maps for EPL2/Next Patch
on EP if you ship team 2 outposts a human can choose either an outpost OR a war hut if they are a TWC civ (or at least i tested it with iro)EAGLEMUT wrote:I just dug into this a bit and apparently the ability to build War Huts was added to EP as a "bugfix", while on RE you can't build anything as WC civs. Personally, I question this decision, since a War Hut isn't really of equivalent effective value. Although less thematically-appropriate, it would perhaps be more balanced to just give TWC civs the asian siberia-style outpost instead.
Nah, the AI is just cheating, you can't do that as a player.vividlyplain wrote:i just tested by sending team outposts as otto to three TWC allies and all three built actual outpostsMr_Bramboy wrote:Just tested it. Iroquois can (only) build a warhut from an outpost wagon.
perhaps it is a different wagon in the code
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Re: New Maps for EPL2/Next Patch
@EAGLEMUT i found this in the techtree
Perhaps it's possible to use a trigger for non-euro civs so it works?
Code: Select all
<Tech name ='HCBastionsTeam' type ='Normal'>
<DBID>2601</DBID>
<DisplayNameID>37292</DisplayNameID>
<Cost resourcetype ='Ships'>1.0000</Cost>
<ResearchPoints>40.0000</ResearchPoints>
<Status>UNOBTAINABLE</Status>
<Icon>ui\techs\hc_team_defenses_bastion\hc_team_defenses</Icon>
<RolloverTextID>37291</RolloverTextID>
<Flag>HomeCity</Flag>
<Flag>TeamTech</Flag>
<Effects>
<Effect type ='Data' amount ='2.00' subtype ='FreeHomeCityUnit' unittype ='OutpostWagon' relativity ='Absolute'>
<Target type ='Player'></Target></Effect>
<Effect type ='TextOutput'>41945</Effect>
<Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'>
<Target type ='ProtoUnit'>Outpost</Target></Effect>
</Effects>
</Tech>
Re: New Maps for EPL2/Next Patch
Good catch, the whole thing appears to be a mess. I've debated possible solutions internally and will try to get a proper fix in, to make this shipment (and outpost wagons themselves) less broken.
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Re: New Maps for EPL2/Next Patch
I rather enjoyed the 1v1 matches on Deccan during NWC, I would quite like to see another map with extra crates that doesn't become a wall fest in team
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Re: New Maps for EPL2/Next Patch
my vietnam map is no tp (but has 4 nat posts) and has deccan cratesInterjection wrote:I rather enjoyed the 1v1 matches on Deccan during NWC, I would quite like to see another map with extra crates that doesn't become a wall fest in team
it is also quite open so would be harder to wall
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Re: New Maps for EPL2/Next Patch
Oh nice, I'll have a look
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Re: New Maps for EPL2/Next Patch
message me on discord if you don't have that mapInterjection wrote:Oh nice, I'll have a look
Re: New Maps for EPL2/Next Patch
Disagree. That brings strategic element into play. As long as it's consistent (and he says it is), it's no different than planning around a TP route, native settlement, hunt scarcity, etc. Not every map should have a million resources, tps, and hunts.Mr_Bramboy wrote:@vividlyplain One piece of criticism I've been forwarded is the fact that your mines are only on either the top or bottom side on Bering Strait. Take a look at the minimap.
Imagine the blue player pressures red. Blue only has to pressure the south side of red's base to deny all gold mining and there is no other place for red to go. This is bad map design. I suggest adding more mines on the smaller islands in the middle, and perhaps removing some of the mines in the north/south if the change results in too many gold mines on the map.
Re: New Maps for EPL2/Next Patch
As are the Thars of the world; Fraser River enhances the map-pool bias further. I guess it just wouldn't be EP otherwise.somppukunkku wrote:stage maps are gettingh out of cuntrol
Other than some resource spawn tuning, these maps do look really good, though.
Re: New Maps for EPL2/Next Patch
Due to some reasonable complaints regarding tapirs being invisible on tuparro, I offer a potential reskin of the map, preserving the original resource spawns and animals/ natives:
Is this preferred? or should time travel be explored to prevent the bayou texture set ever being created?
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Re: New Maps for EPL2/Next Patch
whoa... you created your own thread... get outta minedansil92 wrote:Due to some reasonable complaints regarding tapirs being invisible on tuparro, I offer a potential reskin of the map, preserving the original resource spawns and animals/ natives: Is this preferred? or should time travel be explored to prevent the bayou texture set ever being created?
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Re: New Maps for EPL2/Next Patch
Looks better on the map, but wow this orange from the mini map remain me some stuff
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Re: New Maps for EPL2/Next Patch
can we get rid of the middle 4TP line on Tupparo though, seems like the 2 spawn variations are so huge in terms of gameplay difference
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