[MAP] [Map] My huge 19 civ map for v.25 +

Sorry for the OT:

It seems that a lot of people are suffering from CTD during game start-up, as I have been with both this map and randon maps. I found a trick to avoid it that is less cumbersome than reloading the game and loading aitosave.

Wait for the progress bar for the initial loading to finish. As soon as the bar is complete, start clicking quickly (once every half second). Keep clicking as the screen goes black for a few seconds, and the mouse icon goes from the standard BTS arrow to the spinning-earth.
 
Well I must admit, I'm really enjoying this map. Playing as Valledia the Even, founded Octupus Overlords, wiped the Doviello and just about to wipe Auric as well. I have no idea how I'm actually going to win this game but having immense fun. There are huge religious blocks forming and plenty of AI warfare (usually en-masse) happening but no other casualties as yet.

Great work.
 
Played as the Elves on Emperor diffiulty.

Had to restart and turn off Raging Barbs. The AI seems to love their early expansion, and they pay the price for it. Worse yet is that most of the remaining civs have their early game crippled. No challenge for the human player who knows how to handle Raging Barbs. :(

Maybe I'll try again on Immortal. Will that make a difference in how the AI fares against the Barbs?
 
Or you could tweak the XML so that:
- the AI has a better bonus versus barbarians
- barbarians have a larger penalty when attacking cities

In my current game, with default settings (so no raging barbs :(), no AI has been eliminated yet, but they still lose cities to the barbs. You should never lose cities to the barbs, but perhaps I'm just not a risk-taker in that sense?
 
You know, looking through the editor, it seems that the ai does get bonus units at higher difficulty, BUT, since when I edit the map and save it, it saves the noble level starting units on the map, I think that they might not get them. I will look into.
Ozzkp told me if I delete the units from the file, it should start them normally at their start locations. That's what I'll do, the only difficulty is that I have to redo that every time I edit through WB.

Edit: Okay, it works, with a couple issues--Amurites can't start with a galleon anymore, otherwise they get no units. And there is a unit multiplier at the highest levels, so on diety AI Doviello will be... rather nasty :lol:. But that is as it is on random maps anyway. Good luck Valledia, but everyone else will do better at harder levels when playing with today's version. :)
 
Or you could tweak the XML so that:
- the AI has a better bonus versus barbarians
- barbarians have a larger penalty when attacking cities

In my current game, with default settings (so no raging barbs :(), no AI has been eliminated yet, but they still lose cities to the barbs. You should never lose cities to the barbs, but perhaps I'm just not a risk-taker in that sense?

With normal Barb setting, Barbarian units now tend to wander the the wilderness until they reach critical mass, at which point they flood in. They took me by surprise in Ozzy's map, and I just barely managed to hold on to al of my cities until the initial surge passed.

The worst part of that initial surge was a stack of 5 Skeletons that came in while my defenders were still slightly wounded.

From the few games I played, it seems the AI is more firmly in expand-mode at the beginning of the game. They will have anywhere from 3-5 cities and plenty of workers and developed tiles, but will have only one defender per city (two, maybe, for capital city) with 2-3 other units wandering their territory.
 
Yes, I'm sure both those strategies are part of better ai--using units in stacks better, and more rapid expansion.
However, when it's the barbs who use stacks and the ai who rapidly expands, combined with a lot of space, there's going to be a few cities lost.
But without raging barbs, I haven't actually seen an ai lose entirely in the first 200 turns lately.
With raging barbs, I can barely hold on myself. ;)
 
Just wanted to say, great job I havent played on any other map since this came out. Thanks for the hard work! Now if only I can finish a game without getting the endless "Waiting for other civs".
 
Played again as Elves, Emperor difficulty with no Raging Barbs, this time on the updated map and not the original. I was surprised to see that you took out the incense from the starting location. That forced me to change my early science strat from quick Calandar/plantations rush to Mysticism/Elder council spam. Still, its a fair starting location with good surrounding terrain, especially with Ygdrassil in the fat cross of my second city. More balanced now.

Played as the Dwarves as well. I have to say I'm a little disappointed with the lack of hills and mountains, but I think I may have been spoiled by Ozzy's map of Erebus. However, there is a marked lack of hills for the Dwarves to settle into further out from their starting point.
 
As to the elves, they usually start in the middle of the score, then work their way quickly to the top. Their start location may have been a little too good, but I think it is mostly the case that their playstyle matches the ai well, so I won't be penalizing them any more.

I could see adding a few more hills for the dwarves, I'll put in on the to do list. :)
 
No joke about the better AI, I thought I was doing pretty well as the Lanun, was in 2nd place of contacted leaders, big rich cities, but a bit low on land armies. Then the Orcs, backed by their barbarian allies, took down the Bannor. I thought 'OK, well no big thing, the orcs are far off.' Then Barbarian wolf riders started streaming in from the east, causing me some annoyances. Finally, a DOW, and an Uberstack of like 40 units of orcs...chariots,catapults and axemen but in those numbers that was plenty. They had no problem cracking 3 Royal Guards and Saeverous in one of my major cities :(
 
I'm still playing it (despite the fact I can't 'win' now), so a full bug report will come later. But I just wanted to quickly let you know that my Marathon game timed out at 690 turns - that's far too early. I haven't played a marathon random game with .25, so I don't know if this is caused by your map (but I'm assuming it is ;)).
 
I suppose that when I entered to edit in WB under normal speed, then saved to the world builder file saved the normal speed number of max turns, no matter what game speed is actually selected.
I deleted that line, so it should return to default.
 
Just wanted to say, great job I havent played on any other map since this came out. Thanks for the hard work! Now if only I can finish a game without getting the endless "Waiting for other civs".

Whenever that comes up do a save (while you are "waiting for other civs"!) and load it. Voila, the wait is over.
I found this out in a build of 0.25 when switching to Infernals/Mercurians was bugged. This way it worked. :)
 
Hi when playing this map I have had it crash twice when the counter reaches 100 it might be because of size or something
 
I could go into worldbuilder and erase a lot of units do you think that would work and a couple of cities I can always put them back latter what do you think.
 
Well if you go into worldbuilder (might take a long time to load up with tons of stuff going on), make a save, open that save with notepad, and insert this line

Option=GAMEOPTION_NO_GLOBAL_COUNTER
somewhere between BeginGame and EndGame, I think it should continue without triggering the apocalypse anymore.
 
Hi, I am currently playing the Grigori on Deity (They died to the Orcs each time I played something else, and since I like Cassiels background I though I give him a try).
For some reason, when I rushed that Tates at about turn 80, they had much lss units than I would have expected (about 5 defenders in capital, only 2 each in other cities), as it is possilbe to have bronze working and a trainign gorund by that turn, they were ree exp for my 2 Axeman heroes.
However, this could have been due to barb trouble.
I also noticed that the following civs became strong every game (Immortal, Emperor or Deity): Malakim (although the always build in a way that will have the Sun mirror out of their fat cross, I think AI fails to take the production into account), Calabim, Ljosolfar, Balseraphs.
Doviello, Amurites, Sidar and Ilians are usually at the bottom.
Esp. the Sidar could really need a boost, but that may be due to them missing one trait.
Svartalfar seems to do decent without traits, but elves always do decent.

It seems like the Age of Ice trio is simply trapped in quite marginal lands, usually with Barb problems and a bunch of early warfare not achieving much.

By the way, the Grigori starting point is a rush players wt dream, built your first city near the remains of the Vatherland/Wine/Gold spot, get Minging/Roads/bronze working, plop a secnodn city at the cow/copper spot and rush the snot out of the Tates.
No need to build many settlers when you can let the AI build stuff for you.
The Sheeaim are occupied with Barbatos/Varn Gosam and wont do much, while Arendel does no backstab at all.
Use your army to take out the Orcs (who will attack you at one point since you will look weaker then the orcs). bribing the Bannor into the war is cheap, so do it.
Next bribe the bannor against the Amurits/Doviello or Ilians and backstab them when their units are away. I am currently fillling up the Pristinus pass area between me and the Sheaim, while getting some catapults to free my mages for some seious pyre Zombi removal duty.
So far its a great game, and I cant wait to take on the big fish (in my game Bannor, Ljosolfar, Alexis).
 
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