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Fantasy Wars Turn-based strategy. Gather an army, upgrade units, study magic spells, participate in castle sieges and assaults to destroy the great Orc Ugraum’s horde.

 
 
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Old 02-12-2008, 02:51 PM
asadexes asadexes is offline
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Join Date: Dec 2007
Posts: 184
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Looking at the door you made in your (fantastic) preview it looks like is the same scale i used for my mod.
So i think is better to use the "realism mod 2.0." scale

This could have some pro:
1) bigger maps-bigger adventures-bigger fun
2) each hero can also hire mercenaries troops and use them for some quests
3) Each scenario is easyer to made, cause we can use, for exterior, the map editor and the map models of the game.

But this could have some "contro"
1) When one hero join the "party", graphically the two heroes will be a little bit distant, in fact each one occupy only one exagon.
2) for the player is easyer to manage bigger models in dungeons scenarios
3)each single tile must to rapresent a corridor or a room part, with the realistic mod 2.0 scale we will have very very big cooridors, perhaps too much big.
with the far view ( big scale) we could have too slim corridors
with the default small scale ( near view) we could have the perfect compromise

but this is a valutiation we must to do looking the models in to the tiles

About importing you've to ask to Skelos
P.S.
the models scale is easy to modify by xml files
so don't worry too much about


P.P.S.
I think that is better to think at the tiles of the dungeons as what we have seen in games like dungeon keeper II
as this


or Better this


where corridors and rooms looks like dug in the rock

Last edited by asadexes; 02-12-2008 at 03:32 PM.
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