Hi Guys,
Kendric, You are the man. Good find, my friend. One note, for the map I created the orientation is scewed. If you take the whole map, my map, and turn it to the right it matches the basics of the map you provided.
I like the silver idea. I like the idea of alloys as well. If you have copper, and tin available = Bronze warriors, and so forth as well. These kinds of changes are beyond my capacity at the moment however. Kael is doing some amazing things with ffh 2.0, so those amazing things are the direction this scenario is headed. Quests, new units, etc...
On the balance issue. Yeah 1.0 swung the other way on difficulty. I have spent all week rebalancing, and putting in a tier system for the cities.
Major cities - 5 resources, castle & wall, 2 str 6 defenders, 1 animal, 2 str 3 attackers
Avg cities - 3 resources, walls, 1 str 6 def 1 str 3 def, 1 animal
small cities - 2 resources, 1 str 6 def, 1 animal
This tiering system has really cleaned up the mechanics of the spread, and balance. I've also pretty much gotten the ai to not death rush his heroes so that they survive, and become the heroes they should be.
I've made a host of changes for 1.1....
Lots of goodie huts (guarded as appropriate), towers, and forts. I've found these are really more for multi player. If I set the unit ai to explore they will run off and die... So the AI does get goody huts, but only b/c of culture expansion. Also the AI really doesn't know what to do with castles, towers, and choke points. It can't be helped. It's just a matter of the scenario being slightly better for multiplayer.
A lot of map tweaks...
opened alot of strategic locks for multiple points of entry. The feel is much more flowing...
Lord Bane's start strength has been curtailed, as he is surrounded by undead, not diseasable human units, among other things.
The dwarven gold has been both replaced for production resources, and moved toward more conflict prone areas.
Elvallie river connected by locks to the channel
Citadels of Fire and Ice incorporated...very fun
Added one city near Elf/Storm Lord border, added city on lake near dwarves.
elven command taken away
both elven factions gain a mage, and lose a vet elf warrior.
all rival factions start with contact, and are at war...you will immediately asked to side in most cases by involved parties....but the ai actually does a good job here in trying to expand before fighting the rival
Werewolves have a home, they are guarding cities...open pandora's box? They are also on isolated islands w/goody huts, and in some impassable places they can't get out of, tread at your leisure.
...and a lot of lesser tweaks like taking out unused resources, in case you play it with settlers. You could settle there, but it's not going to be worth a whole lot.
All the above is done. I just want to play test it a couple of times with no settlers, for last minute alignments. 1.1 will be out this afternoon.
Thanks for all the feedback, and suggestions. And that beautiful map. And god knows I love Kael, the man with the strings.
Starship