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A pirate we shall go! 1vs1 Blitz/Sailing map!; Version 0.95
Topic Started: Sep 23 2012, 12:29 AM (1,247 Views)
Executor
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I'm the captain now
Map Ready(ish).

A Pirate We Shall Go!

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Dom 5 mod nation:
Confluence - a compilation of 18 mod nations
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frosted
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I'm not sure how the mechanic of the center dot will work in practice.

But I think the layout is strong and offering the special advantage in the center province is nice. Could definitely be fun to play on.
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Elmokki
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It's not possible. You have to define neighbours by hand and sailing is defined by those too.
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Fantomen
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Voice of *****
Why isn't it possible to define the water province, by hand, as neighbour to all the islands?

I think the islands should not be connected to each other, making sailing the only way to get around. Then you could have recruitable fishermen chiefs everywhere with sailing but only 10 leadership, the central island could have a captain with high leadership.
This sentence is a logical fallacy.
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Elmokki
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I understood the idea was to make the water provinces lakes - ie accessible from very few places, but allow sailing all around the map.

Obviously it's possible to just make everything connected to the two seas.
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Executor
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This just a quick sketch to give the idea of what I'd like to do. The actual map won't look like this obviously. The two water provinces will be placed, somewhere, anywhere in the sea, doesn't matter really, their only purpose is to be connected to the island provinces on their side and the central island.
Map size is a bit big itself, 1800x1200 which will give me room for detail; like leaveing the water provinces in the little lakes/seas and run big rivers to connect to the ocean and make the lakes/seas look like a pirate hideout or something, etc.

And yes, every province/island would be connected to it's water province which would enable sailing all around to any province from the central isle and sailing to any province on one or the other side.

This would give the central isle incredible strategic advantage, due to the raiding potential, but it wouldn't make it OP (I think) since you could only raid with a 40 unit tops commander.

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Confluence - a compilation of 18 mod nations
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<span style=Calahan</span>
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Here fleeing from the tyranny of Shrapnel dictators
Executor,Sep 23 2012
09:45 AM
...but it wouldn't make it OP (I think) since you could only raid with a 40 unit tops commander.

That's true, since everyone knows you can only ever raid with one mindless commander (who has neither hand or head slot) at a time ;)
Never try to help pig-headed douche bags. It's never worth the trouble, as some people are just too stupid and arrogant to listen

Sombre is an egocentric asshole - Jarkko

Calahan can spread shit with the best of them.
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Executor
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Calahan,Sep 23 2012
11:49 AM
Executor,Sep 23 2012
09:45 AM
...but it wouldn't make it OP (I think) since you could only raid with a 40 unit tops commander.

That's true, since everyone knows you can only ever raid with one mindless commander (who has neither hand or head slot) at a time ;)

Oh, I get it, you're being sarcastic. <_<

Sure, you can stack commanders and give them leadership items, but first you need to get the province (and recruit a few commanders) which will probably be a bit harder to conquer and risk rushing consturction in a duel which I don't think is a good strategy.

And it's not like you can ever lose that central island once you get it and the whole strategy backfires, or take another, alternative approach from north or south.

But I'm not gonna judge until I actually make the map and see it in action.
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Confluence - a compilation of 18 mod nations
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Executor
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An update on my new map. Will most likely be ready in a few days, just adding some finishing touches.
Dom 5 mod nation:
Confluence - a compilation of 18 mod nations
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Executor
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Map ready-ish you ingratful fucks! If any of you arses bothers to, I would't mind and would even be grateful, knowing the site number or name for some sailing commanders so I can put them on the central province.

And maybe I'll even add some texture, fuckers...
Dom 5 mod nation:
Confluence - a compilation of 18 mod nations
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Deathjester
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Since you ask so nicely :)

Unit id and names for sailing commanders:

1805 Long Handed
1804 High King
590 Hero (hero for Vanheim)
1803 Uncursed
1618 Angakok
948 Vanadrott
1802 Fomorian King
264 Vanjarl
1899 Fomorian God King
501 Allfather
869 Navigator
1032 Royal Navigator
263 Vanherse
1033 Missionary
1030 Admiral
870 Captain (Mercenary)
1029 Captain
1031 Chartmaker
Check out my mods:
The Empire of the Fallen based on Steven Erikson's books (Dom4):
Malazan Empire
Amazon Tribes United - Feminye, The War Cult (Dom 4):
LA Feminye
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High Elves
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Deathjester
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Some sites (not all, probably) that give sailing commanders:

70 Naval Academy
470 Navigators Guild
58 Vanhalla
Check out my mods:
The Empire of the Fallen based on Steven Erikson's books (Dom4):
Malazan Empire
Amazon Tribes United - Feminye, The War Cult (Dom 4):
LA Feminye
High Elves based on the Warhammer HE (Dom 4):
High Elves
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Executor
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Thank you Deathjester!

Map ready finally!
The central isle has navigators and some harder indies. In order to get the sailing commander you'll have to beat some knights and build a lab.
Dom 5 mod nation:
Confluence - a compilation of 18 mod nations
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llamabeast
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Looks extremely nice.

I can't quite visualise what the gameplay would be like. Can a sailing commander go from any point in (say) the west half to any other point in the west half? Powerful!
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Executor
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Thanks Llama,
I can't visualize it either! That's why I'm hoping someone will test this map in a duel soon. Worst case scenario I'll can just remove the sailing bit.

A sailing commander can go to any province on the map from the central isle. (only the central isle is connected to both water provinces) Any commander on the west side of the map can only sail to any province on that half of the map. Same goes for east side.

This map is not recomeneded for nations with sailing commanders obviously. :)
Dom 5 mod nation:
Confluence - a compilation of 18 mod nations
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