2p - Tomb of Kings (Version 5)
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2p - Tomb of Kings (Version 5)
Let me know what you think of this one. If you are claustrophobic, then the Tomb of Kings may scare you quite a bit. This map presents a lot of strategic options, one key choice being whether or not to relocate your leader.
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Recommended Settings:
Gold= (1 gpv, 100 gold start)
Turns= (38 turns)
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Recommended Settings:
Gold= (1 gpv, 100 gold start)
Turns= (38 turns)
- Attachments
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- 2p_Tomb_of_Kings.cfg
- Tomb of Kings (1v1) - now with nifty WML!
- (1.55 KiB) Downloaded 463 times
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- (screenshot - partial)
- Image2.jpg (115.54 KiB) Viewed 2727 times
Last edited by Sapient on July 7th, 2006, 1:19 am, edited 7 times in total.
http://www.wesnoth.org/wiki/User:Sapient... "Looks like your skills saved us again. Uh, well at least, they saved Soarin's apple pie."
Re: 2p - Tomb of Kings (Version 5)
CHANGELOG
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Version 2
Now the tomb wall begins to crumble on turn 20, which keeps things interesting and fun!
If you downloaded a previous version, please get the latest copy because it is much better.
Version 3
Screen shakes to indicate earthquake more clearly. Thanks to the Lost General!
Version 4
The latest version of Tomb of Kings includes some important balancing edits. Also, I am reccommending more turns to take advantage of the "tomb breakdown" period (38 turns makes it easier to break a stalemate, but still gives the feeling of a race against the clock).
The terrain changes here generally boost elves and take away the knalgan advantage.
*some deep water changed to shallow (as per Soliton's suggestion). Still there is enough deep water to maintain the intended village-fortress walk time.
*some dirt added in caves to help elves.
*Removed a mountain-village transition in close reach of opponent ulfs. Remaining mountain-village transitions deemed acceptable.
*Added a forest-village transition near frontline.
Version 5
*Changed one hex to snow (slows down the P1 advantage)
*Updated the default settings
----
Version 2
Now the tomb wall begins to crumble on turn 20, which keeps things interesting and fun!
If you downloaded a previous version, please get the latest copy because it is much better.
Version 3
Screen shakes to indicate earthquake more clearly. Thanks to the Lost General!
Version 4
The latest version of Tomb of Kings includes some important balancing edits. Also, I am reccommending more turns to take advantage of the "tomb breakdown" period (38 turns makes it easier to break a stalemate, but still gives the feeling of a race against the clock).
The terrain changes here generally boost elves and take away the knalgan advantage.
*some deep water changed to shallow (as per Soliton's suggestion). Still there is enough deep water to maintain the intended village-fortress walk time.
*some dirt added in caves to help elves.
*Removed a mountain-village transition in close reach of opponent ulfs. Remaining mountain-village transitions deemed acceptable.
*Added a forest-village transition near frontline.
Version 5
*Changed one hex to snow (slows down the P1 advantage)
*Updated the default settings
http://www.wesnoth.org/wiki/User:Sapient... "Looks like your skills saved us again. Uh, well at least, they saved Soarin's apple pie."