aage wrote: Maybe you're right, but since we receive no handlebars from the mod I think we should get some ourselves.

OK!!!lzrman wrote:Karan
Tlane
Joe (Middle)
aage wrote: Maybe you're right, but since we receive no handlebars from the mod I think we should get some ourselves.

just got back from work and im STARVING lolrishaed wrote:OK!!!lzrman wrote:Karan
Tlane
Joe (Middle)now all a.sub has to do is to put them in as such and this map can go forward like it deserves
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BBBBOOOOOOOOOOOYYYYYYYYAAAAAAAAAA!!!!!!!!!!a.sub wrote:just got back from work and im STARVING lolrishaed wrote:OK!!!lzrman wrote:Karan
Tlane
Joe (Middle)now all a.sub has to do is to put them in as such and this map can go forward like it deserves
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and i have hw![]()
ill get it done soon tho!
no we need some to be neutral, 3 to be exact00iCon wrote:how about the "none" option...
Hopscotcher wrote: I know next to nothing about XML, but graphically I think it will soar!
it was supposed to be a twenty four area droplzrman wrote:After some simple analysis this is how I see the breakdown of the map:
23 Starting Positions
2 Player = 22 Start Positions, 11 Territories Each, 3 Man First Drop
3 Player = 21 Start Positions, 7 Territories Each, 3 Man First Drop
4 Player = 22 Start Positions, 4 Territories Each, 3 Man First Drop
.... this makes no sense when we get to 5,6,7,8 Players some how we need to open it up ALOT!!!!
.... this also makes no sense, because who's to say they won't just kill off people in the top left and not go for the goal.
Thoughts about:
2 Player = Have the above starting scenario, +a random drop on Stash 4/5/6 = 12 Territories = 4 Man First Drop
3 Player = Have the above starting scenario, +a random drop on stash 4/5/6 +random thug = 9 Territories = 5 Man First Drop
4 Player = Have the above starting scenario, +a random drop on stash 1/2/3/4/5/6 +random thug = 5 Territories = 5 Man First Drop
5-8 Players = Random Drop on ALL Dots!
aage wrote: Maybe you're right, but since we receive no handlebars from the mod I think we should get some ourselves.

but the general idea he has its pretty reasonable, keep the 24 civ as startable from 2-4, then make everyone startable from 5-8rishaed wrote:it was supposed to be a twenty four area droplzrman wrote:After some simple analysis this is how I see the breakdown of the map:
23 Starting Positions
2 Player = 22 Start Positions, 11 Territories Each, 3 Man First Drop
3 Player = 21 Start Positions, 7 Territories Each, 3 Man First Drop
4 Player = 22 Start Positions, 4 Territories Each, 3 Man First Drop
.... this makes no sense when we get to 5,6,7,8 Players some how we need to open it up ALOT!!!!
.... this also makes no sense, because who's to say they won't just kill off people in the top left and not go for the goal.
Thoughts about:
2 Player = Have the above starting scenario, +a random drop on Stash 4/5/6 = 12 Territories = 4 Man First Drop
3 Player = Have the above starting scenario, +a random drop on stash 4/5/6 +random thug = 9 Territories = 5 Man First Drop
4 Player = Have the above starting scenario, +a random drop on stash 1/2/3/4/5/6 +random thug = 5 Territories = 5 Man First Drop
5-8 Players = Random Drop on ALL Dots!
ah shit i accidentally made randall with 88'slzrman wrote:I counted 23 starting positions that were neither thugs/alarms or neutral start.
I have no idea XML wise if that is remotely possible, would need to ask Lack Attack :O
a.sub wrote:ah shit i accidentally made randall with 88'slzrman wrote:I counted 23 starting positions that were neither thugs/alarms or neutral start.
I have no idea XML wise if that is remotely possible, would need to ask Lack Attack :O
ill fix it now
aage wrote: Maybe you're right, but since we receive no handlebars from the mod I think we should get some ourselves.


ur quite right, ill make a note to fix them in the next updatenatty_dread wrote:Sorry if this has been mentioned, and it is not a gameplay issue, but Captain Peacock & Robert are not aligned to the tilt of the map while all other "territories" are.
aage wrote: Maybe you're right, but since we receive no handlebars from the mod I think we should get some ourselves.

i thought XML was in the final forge?rishaed wrote:can we get the mod in here to stamp it yet or is the XML coding going to be a gameplay issue?
It is, don't worry about it yet.a.sub wrote:i thought XML was in the final forge?rishaed wrote:can we get the mod in here to stamp it yet or is the XML coding going to be a gameplay issue?

not that i ahve to lzrman is doing the XML cuz hes about 10x better than me at them, if you round up for me and round down for him lolnatty_dread wrote:It is, don't worry about it yet.a.sub wrote:i thought XML was in the final forge?rishaed wrote:can we get the mod in here to stamp it yet or is the XML coding going to be a gameplay issue?
Anyone can do XML these days, with the XML wizard...a.sub wrote:
not that i ahve to lzrman is doing the XML cuz hes about 10x better than me at them, if you round up for me and round down for him lol
