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I agree that many of the paths can get a bit narrow, especially at larger unit sizes. Many of the roads are not really meant to me "maneuvered", rather just a way to get to the larger plateaus, if enemy units do encounter each other there a chaotic brawl is meant to ensure.
That being said I do agree widening would not hurt, in my latest map (varenka) I generally increased the size of paths as compared to this one.
The distance from the starting spawn to the town feels very far, I was playing early so no siege equipment though.
Overall I like the general design, but I'm not finding the top winding hills very usable with navigation. I think just widening things out a bit might help a great deal.
If that's the case then things are working exactly like they should. Due to problems with the map editor it was not possible to create a coast without increasig the height of the map by about 200 or something. The reinforcements still have to appear at the edge though (and at "ground" level).
If you look at them when they arrive this means that things indeed look funny. What you should do is selecting the reinforcements and clicking on your side of the map and they will move up a ramp under the mountains and eventually appear at your side.
Ofcourse this is not ideal, but it is a direct consequence of the map having a coast (there were lots of other issues with this that I managed to bypass, maybe someday CA will add the option to make coast in a simple way, as terry works right now your not really supposed to).
https://steamuserimages-a.akamaihd.net/ugc/868488441778428558/FA3A399A69F60B16B6C23EF652022FD512C93604/
If I understand it right it worked for the defender but not the attacker, so I have modified it so that things should be the same for the attacker as the defender.
(if you reinforcements appears in a strange place inside the mountains do not worry, to be able to add a coast I had to increase the height of the entire map by a lot. The reinforcements have to appear at ground level though, which in this case is under ground, just direct them to your edge of the map and they will pop out from a forest sooner or later)
Having problem with WH at the moment, as soon as that is sorted out I will uplaod it.
Got any further diagnostics? Do they simply not appear or do they appear in a funny way?
Some details have also been added on individual maps. There are now lit braziers in the towers of Helmgart and I have improved the water in the Seven Lakes map.
Some update on maps for the campaign. There is a big campaign map project currently going on which I've become a part of, my Varenka Hill map have been added. It seems uncertain for the other maps though. The problem is that most of my maps feature very substantial settlements. They might be a bit to large as compared to the other minor settlements for it to feel uniform. Varenka Hill is not actually representing Varenka Hill but a Major City Siege. I have hopes that at least my Norscan map will be added as well. If you have not checked out the project, you really should!
Also, a big thanks to everyone who is making comments in the comment section!
u should contact the grand campaign Team :) Looking forward to it!
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=894719859
Featuring a dwarven settlement built over several large hills with lots of tiers. There's also a large river crossed by 4 bridges. Otherwise the main focus of the map is the city, which covers most of it.
Also, it looks like a nice map. I especially like the details (as seen in the pictures, haven't played it) with the pit and the Longship under construction. Personally I think these small details really make a map better, even though they have no direct impact on the map (graphical or gameplaywise). Always happy to see map makers going the extra way.
It's the Siege of Norsca; https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=885931036
Whats your map btw?
I agree that the water was a real challenge to add. I spent hours to try and make it look good!
I also experienced some objects to be moved down to ground level outside the play area, but solved it somehow by flagging them as props. Did you try that?