Version 2.5 is done I think. Optimized the triggers a bit to cause less lag. Will always be a spike when the crates spawn though. Need to playtest it a bit to make sure. But can do that on the Escape stream.
-The middle spawns changed to 7 locations (down from 4)
-The middle spawns are moved further away from the center so that camping in the middle is nerfed
-There is now an extra flag in the very middle of the map just to slightly increase the overall resources available - this will also incentivize conflict between players who aren't neighbors
-The crates that spawn next to each players starting trading post have been changed from a random 'large crate' (500) to 6 random 'small' crates (100). This improves the overall spread of resources a player has access to and makes it less likely they'll be starved of anything in particular. (Might change this back if it doesn't affect gameplay in a positive/meaningful way as more crates = more lag when they spawn).
-Yeomen is now active so the British have access to guard & imperial longbowmen
I would like to add decks, the trouble is making 14 balanced decks. Ideally, players could bring their own decks but this isn't possible with scenarios currently. Eaglemut is a man of many talents though! Who knows what the future holds.
If anyone would like to suggest decks then by all means!
Interjection's Tiny FFA
- Interjection
- Howdah
- Posts: 1045
- Joined: Mar 15, 2015
- ESO: Interjection
- Location: United Kingdom
Re: Interjection's Tiny FFA
Interjection wrote:I would like to add decks, the trouble is making 14 balanced decks.
You probably have to change the starting age first, before you make decks. If you make triggers eg. to automatically age up every 5 min, then you can slowly balance it, if you know the economy of your scenario. But then you have to rethink everything, perhaps towers are too cheap/strong then ... Atm you start in the Imperial age, everyone will ship the Industrial shipments first. Some civs don't have eg. 1600w and it's probably too much in the beginning ...
Only you can decide, if you want or don't want infinite cards?, trash cards?, unitupgrades or units/crates only? in your game. Then you can buff/nerf civs with your cardchoice.
Yes, but it also would break the balance of this scenario, if players could do that eg. 5x age2 cards, 10x age3, 10x age4 + factories and op units, unlock plantations with the card again?Interjection wrote:Ideally, players could bring their own decks but this isn't possible with scenarios currently.
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