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What about urbanistic acuracy?
Look at my scen you will understand what I mean.
BTW folks, development on this is still ongoing, however, some of the content ideas have been pretty experimental, so there have been a lot of dead ends. I'm hoping to release a new content update soon though.
If you want to make suggestions or talk about stuff you've done to help improve balance and optimize the experience, then I'm more than happy to look at your ideas and work with you to see if I can implement some of them, but as far as a seperate, spin-off edition based on the beta versions of this map? I'd rather you hold off for now. I hope you can understand my reasoning why. :)
I understand this might be frustrating for some, but ultimately I feel that the map wouldn't be the best it possibly could be without the required expansion content, nad I think it's important to support the developer's woprk in introducing new content via expansions, which helps breathe new life into such an old community.
(Also, devs, on the off chance one of you are reading this, the teleport trigger effect is compeltely useless and unreliable too, so please please PLEASE try to look at scenario triggers and getting them to work properly in future patches.)
1-Pretty basic just do it in Trigger Studio, it will take you no more than 10 clicks
2-Teleport trigger works 100% correctly. Its messy and you need experience. If you teleport an unit whom stats change, or above another unit the game will crash.
basically, the long and the short of it is I've been trying and testing a bunch of new and different workarounds for triggers involving unit and building creation, movement and/or placement, and after bashing my head agaisnt a brick wall after multiple, varied attempts, I've more or less come to the conclusion that the Transport Ship workaround I'm using at the moment is the only way to effectively 'spawn' units in a multiplayer friendly way - of course, those units eat into you existing population cap, so I can't do too many without messing up game balance, which is why there's only a couple instances of it in the entire game.
(Also, devs, on the off chance one of you are reading this, the teleport trigger effect is compeltely useless and unreliable too, so please please PLEASE try to look at scenario triggers and getting them to work properly in future patches.)
If anyone's got any ideas for breadcrumb quests for the dwarves, that'd be handy. I'll see if I can create somethign interesting for Morinehtar and Romestamo in the meantime, though. Thanks again to everyone for the continuing support, though!
Create a simple scenario in the map editor for 8 players, save it and then play it in single player (you must complete/win it).
After this, any subsequent matches will have the AI with their original names back.
I'll wait and see if the devs hotfix this in the next couple of days or something, and we'll go from there.
it's a great mod but i kinda need those :l
pd: sorry about my english, it is not my language