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报告翻译问题






Such an argument is inconsistent.
What I guess is that you were not even considering the water nation as a player when you made the map. You just threw it in to stop the sea from beeing neutral and you were done with it. You did not consider that it was facing basically zero opposition, and now you're all torn up about your baby map. That's my opinion. And if I happend to be right on the matter, there is no argument, no matter how smart, that can convince you to reconsider your position regarding balance here.
By the end of expansion:
player 4 is threatened by starts 3, 5, 6, 9 and 11 (5 and 6 have sailing9 has close access to the island crossing and Atlantis's capital is on their coast).
7 is vulnerable to 8, 11, 6 and 5. (Caelum, Atlantis, Vanheim and Fomoria (flying, water and sailing nations).
Choke points change based on both province natural heat/cold as well as Pretender temp scales. Rivers, mountain passes and island chains were created specifically as elements of the map to be considered in your build. Province spells allow you to control passes/river and islands crossings but will almost always open up a different vulnerability.
The water nation gets into conflict long before they have any chance to grab all 28 sea provinces.. Many nations have easy access to undead and/or amphibious or water breathing units.
Start 11 is three or four provinces away from four other nations' starts. Start 10 comes into conflict with starts 11, 6, 8 and 9 by then end of initial expansion (usually), if not earlier.
Just clearing up any speculative misinformation about this map.
Sure, it also susceptible to be attacked from everything, but let's be real, beeing attacked by 2 nations here is pulling it.
I doon't know what mechanism you have to cross isles, but even supposing there are normal connections like invisible bridges, player 4 is less threatened than the rest due to choke points. Same goes for 7. I don't really see these 3 sides you're talking about for them.
Player 10 might not have chokepoints but all his troops are going in a single general direction.
I guess what I am saying is that I tried to take that into account and am wondering where specifically in the map you have encountered this issue. I appreciate you taking the time to tell me what you 'think' might be wrong with the map, but I'd appreciate it if you told me where specifically on this map you have found these issues so that I can correct them.
Because of this, wraparounds in both axis are usually a must unless you have a really trough teleportation network that makes no nation sit in a "cul de sac" but at the same time makes each nation face roughly the same amount of threat.
The latter detail is the hardest to pull out.
I am currently adding multiple nations for each start location so that one could choose to start with Sauromatia instead of C'tis (for example), if preferred.
If you have any specific balance notes I'd love to have them. This is my first map for Dominions map so I'm sure there is as much to learn about designing maps for the game as there is playing it. I'd love to see some of the maps you have created and take notes on your design concepts.
Map surely looks good, but probably not even close to be balanced.