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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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#1
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I disagree, Alex. I think with the proper adjustments, the RMG for AoW:SM produces decent, if not outstanding, maps for either MP or SP. In MP, the biggest unbalancer is the relative positioning of neutral cities for the players to seize. To correct this, all you have to do is select "no cities" in the setup, so that the only cities on the map are those built by the players. In my experience, this creates a fairly balanced game.
As for SP, the solution is the opposite. One of the AI's failings is that it does not construct new cities. Consequently, when I play vs the AI, I select "many cities" in the setup, and I do not build any new cities during the course of the game. So, the only cities available for either the AI players or myself are those that already exist on the map. This prevents me from overpowering the AI thru sheer production ability, and, along with a higher difficulty setting, makes for a more competitive game. In Fantasy Wars, the AI seems quite well implemented. Tactically,it seems to make many fewer stupid moves than the AIs in most other games. I know from sad experience that, if I leave my leader exposed, the AI will exploit this and send enough units against my leader to kill it and end the game. So, I think it's possible that an RMG for Fantasy Wars might produce a challenging SP game. As for multiplayer, the lack of an economic, city-building aspect in Fantasy Wars means that all you really need from an RMG is a randomly created battlefield and the possibility to purchase your own army. This seems to be an easy thing to implement--altho, admittedly, I am not a programmer. Adding intermediate quest locations, to retrieve an artifact for example, would be nice, if they could be placed fairly, but this is not a necessity in order to produce a decent MP encounter. |
#2
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of course you could do something like: head to head meeting be equal units. defense stand being a 3 to 1 advatage for the attacker, etc. anyway a Random Map Generater is still far better than not... |
#3
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There is absolutely no excuse for not having a random map generator in a game of this nature--esp. when multiplayer gaming isn't well-supported.
This is just cheating customers. |
#4
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In particular, how can 1C not provide random map generator, if they expect loyal customers to continue to buy their future expansions? I just don't see the logic behind this. Does it really that so much resources to provide one?
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#5
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The second is that I'm not at all sure such a generator is anyway near as necessary as you suggest. Personally, having played for while now, I feel no need for one at all and will most certainly buy the add-on regardless. A map editor/creator, yes.. indeed having originally (if unintentionally) got the Far Eastern version of the game I've just bought a Euro copy of FW as well just to get access to the editor. But games "of this nature" don't need random maps, they need well crafted ones. Maps that both play well delivering even (for MP) and challenging (for SP) chances, and look good. The classic maps for games like HoMM and AoW - the ones really worth playing - didn't get that way by chance. |
#6
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I do hope all in all that campaign/map editors as well as add-ons exapnd this game, I am enjoying it emmensly! Perhaps it is just a matter of community participation... ![]() |
#7
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More to the point, the game is new and we are dealing with a lack of documentation and version incompatibility problems. Once we move past these problems you'll see more maps.
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#8
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Add my vote to therequest for a random map generator.
They may not be perfect, but a decent one can be eminently playable and enhances the longevity of the game significantly IMO. Franbo |
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