Feudal | Castle | Imperial | |
---|---|---|---|
SlipKn0T_FeAge_ | 00:11:42 | 00:22:33 | - |
SlipKn0T_NoSk | 00:08:38 | 00:21:43 | 00:35:30 |
[PiA]Moore | 00:10:41 | 00:22:28 | 00:36:16 |
SlipKn0T_RaiN | 00:12:26 | 00:19:38 | - |
SlipKn0T_FeAge_ |
SlipKn0T_NoSk |
[PiA]Moore |
SlipKn0T_RaiN |
Time |
Yes, they should. It's caused by not mentioning the number of extra villagers created, easily fixableShouldn't Chin start with 6+3=9 villagers? :S Just curious
Feudal | Castle | Imperial | |
---|---|---|---|
_Dionysus_ | - | - | - |
_LoKi_ | - | - | - |
_Dionysus_ |
_LoKi_ |
Time |
Why? It's ridiculous to insist on keeping the start identical to the age old standard maps, which you are calling the "normal" start. RM is so much more versatile!yeah you should make MegaRandom Tournament Edition like Biz said, with normal starting stuff
thanks for reportingbugged 1v1 game
Why? It's ridiculous to insist on keeping the start identical to the age old standard maps, which you are calling the "normal" start. RM is so much more versatile!yeah you should make MegaRandom Tournament Edition like Biz said, with normal starting stuff
Players have the same resources regardless of number of villagers or scouts or buildings.the appeal of a 3 vils and a scout and tc start is that it's not micro-heavy and you know that both players have the same resources in their start locations
I don't see what's necessarily wrong with that. Both players have the same unit! And there could be any unit used as scout, such as slow ones or low HP ones or whatever. In FenCrazyMapv5 players always start with defensive buildings (ie. different towers) when they also start with a powerful unit.with more powerful units as scouts (i.e. cavalry archer), there becomes too much emphasis on hit and run vs enemy vils
Your fault for not getting loom when know everyone has two scouts. I've got double scout 4v4 before and it was really fun.Double scout starts are a mess too. Got it in a 3vs3 some days ago, happens I got 4 scouts and 2 EW in my base at 4th min killing my wood vills. The fact that I didn't have loom made it worse, but I still would have lost a vill at least and been forced away from my LC.
Players have the same resources regardless of number of villagers or scouts or buildings.the appeal of a 3 vils and a scout and tc start is that it's not micro-heavy and you know that both players have the same resources in their start locations
I don't see what's necessarily wrong with that. Both players have the same unit! And there could be any unit used as scout, such as slow ones or low HP ones or whatever. In FenCrazyMapv5 players always start with defensive buildings (ie. different towers) when they also start with a powerful unit.with more powerful units as scouts (i.e. cavalry archer), there becomes too much emphasis on hit and run vs enemy vils
Tiny-brain, you have a very constricted idea of what RM is. Actually RM is anything written in a random map script. In such games, things are placed randomly according to the rules described, which is why they are called Random Maps. Just because the basic Random Maps the game came with mostly all start with 1 TC, 8 sheep and a scout doesn't mean that is the only/best way that RM can/should be played. That is just 1 way and it is played to death, to the point where most players have memorized the best possible way to play the first 5-10 minutes of the game. Real time strategy? Barely....powerful scout units are problematic because it changes the fundamental nature and emphasis of the game. imagine starting a regular arabia match with 5 paladins. yeah it's still "balanced" if all players get them, but it isn't really RM anymore
Feudal | Castle | Imperial | |
---|---|---|---|
Geenberry | 00:11:21 | 00:21:46 | 00:48:42 |
_Athena_ | 00:10:20 | 00:23:30 | 00:32:10 |
L_Clan_Yeoman | 00:13:40 | 00:18:14 | 00:34:57 |
_SuperMEN_ | - | - | - |
Geenberry |
_Athena_ |
L_Clan_Yeoman |
_SuperMEN_ |
Time |
Feudal | Castle | Imperial | |
---|---|---|---|
L_Clan_SpArT | 00:10:35 | 00:15:49 | 00:44:09 |
Shah_Massoud_ | 00:10:35 | 00:14:38 | 00:27:30 |
L_Clan_Chris | - | - | - |
Geenberry | 00:09:32 | 00:13:05 | 00:27:48 |
MadaraUchiha | 00:11:05 | 00:14:45 | 00:36:13 |
slam | 00:11:26 | 00:16:51 | 00:35:39 |
L_Clan_SpArT |
Shah_Massoud_ |
L_Clan_Chris |
Geenberry |
MadaraUchiha |
slam |
Time |
You've missed the point that Biz is making entirely. Starting off with powerful units means that villagers cannot do anything since they will just die, so what if they have equal units. If both players fight with all their paladin scouts and one comes up on top with a paladin with some hp left, it is left free to kill all enemy villagers. I personally think this is same with CA as a villager can never reach a CA if it is microed well. Having OP scouts just ruins the game. Just in case someone wants to make a stupid comment about DM having FU scout each players starts off with enough resources to counter.Tiny-brain, you have a very constricted idea of what RM is. Actually RM is anything written in a random map script. In such games, things are placed randomly according to the rules described, which is why they are called Random Maps. Just because the basic Random Maps the game came with mostly all start with 1 TC, 8 sheep and a scout doesn't mean that is the only/best way that RM can/should be played. That is just 1 way and it is played to death, to the point where most players have memorized the best possible way to play the first 5-10 minutes of the game. Real time strategy? Barely....powerful scout units are problematic because it changes the fundamental nature and emphasis of the game. imagine starting a regular arabia match with 5 paladins. yeah it's still "balanced" if all players get them, but it isn't really RM anymore
This is indeed a very nice mappack and currently one of my favourite random map choices. Haven't even played every single map-variety it includes yet. I especially like the uncertainty of starting resources and additional landscape-randomisation.
I, though, have a small demand:
Could you release a version WITHOUT some of the extras:
- extra units
- 2 or more town centres
- towers or walls on the map (unless is combined with fortress)
For one thing, it's, because I am playing this with the chivalry-mod, but mostly I and some guys I'm playing with don't really like those features - yet we really like to have the feature of different maps and, as I said, resource-placing.
I'd be very glad if you could do that.