Starting Map Scripts

Mesix

Obergruppenführer
Joined
Mar 17, 2006
Messages
4,447
Location
Somewhere in the Neutral Zone
I am generally displeased with the script that "enances" and starting location. I understand the a lot of the limitations have been inherated from BTS, but they should be moddable to make FfH better IMHO. In addition to the starting positions, the map scripts should also be fixed to ensure that some of the new resources in FfH (i.e. reagents and mithril) are available (even if it is only 1 or 2 tiles) on the map regardless of map settings.

One of the things that bothers me about the starting locations is how thay are not tied to the civilization at all. A map script could go through the "enhancement" of the starting location based on different parameters for each civilization.

Elves could get more forest tiles with resources approptiate to forest tiles (fur, deer, reagents, etc.)

Dwarves could get more hill tiles with resources appropriate to hill tiles (gems, gold, copper, etc.)

The Malkim could get more desert tiles with unique benefits (floodplains, oasis, sheep, gold, insense, etc.)

The Lunan could have more costal tiles with resources appropriate to them (pearls, fish, clams, etc.)

There are a host of ideas that could be incorporated into the map script to make the starting locations better, the distribution of resources better, and each civilization more true to its thematic paradigm.
 
I also dislike how it seems that the map script will place water resources 3 tiles out since I suppose the Kuriorates can grab them with their towns, but even if they aren't in the game, I'll see whales that are impossible to get.
 
I know what you mean. Last night I played a game where I took the Lunan capital. it was on a penninsule, so it would normally be a big city that is advanced being the Lunan. Unfortunately, it had three water resources placed in the third ring out. It was kind of like, "here I am...bet your fishing boats can't reach me!"
 
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