by KGB » Wed Jan 02, 2013 11:04 pm
Shame that the Aiel got removed. While I never played them, they looked like a cool side to play with Sandworms being their prime movers.
Balance - Team:
A lot depends on what you did in regards to setting up team play (2v2, 3v3, 4v4, 2v2v2 etc). Currently I see you just left it all random which means you may get very unbalanced team play.
Balance - FFA:
In FFA mode the Blue/Cyan/White sides seem to have an advantage with all those cities grouped below them that only they can easily access but a game or two will be needed to see if that's true.
Also the Orange side (Tear) can't reach any cities on turn 1 while other sides like Emonds Field gets 2 literally right next to them.
Other comments:
1) It appears all the triggers are now gone. I recall HatchFactory enjoying those special triggers when conquering Tar Valon etc. It would be nice if some of those could be added back for specific cities/areas etc where important things in the book took place (like Rhudean since it's no longer a city it could be a ruin with a trigger type thing. Same with Shadar Logoth etc)
2) I think I would have placed the GrandFather in a L3 ruin next to Tear to represent the Stone of Tear / Calandor. I would have placed another artifact in a L3 ruin where the Chodean Kal statue is on the island chain in the S/W ocean. Those would have been the only L3 ruins I might have have unless there are other obvious L3 ruin/artifacts to place (like the tower that Mat rescues Moiraine from).
3) You can name the ruins. I would name all those L1 ruins next to the capitols and other major cities as Waygates. Something like 'Tear Waygate'. Just a nice touch for fans of the series.
4) How come you removed all the temples except for 2 move temples that are WAY out the way and won't ever be used?
KGB