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Re: "Infinite tall" wall and cave wall
Posted: Thu Apr 21, 2022 11:17 am
by diesel
call me the cartographer lol - - 90 levels of ai play means i know almost every tile in the game (i guess thats embarrassing actually)
i know its off topic but im stuck on this instead of drawing the tiles i promised:
only regarding *preset-multiplayer* maps --- some start with the worker in tc, some start empty. thats wierd i dont see differences in map setup
1st upload for Insurrection had workers in tcs. I only changed terrain, but 2nd upload now starts with empty tcs.
Is there a specific rule controlling that?
i playtested Insurrection 3 times with 8 different players on discord... they loved the idea and conclusion of the game, but all said the start was annoyingly slow because no start units and i cant fix it atm

its in game so i want to address it immediately
Re: "Infinite tall" wall and cave wall
Posted: Thu Apr 21, 2022 3:48 pm
by makazuwr32
diesel wrote: ↑Thu Apr 21, 2022 11:17 am
call me the cartographer lol - - 90 levels of ai play means i know almost every tile in the game (i guess thats embarrassing actually)
i know its off topic but im stuck on this instead of drawing the tiles i promised:
only regarding *preset-multiplayer* maps --- some start with the worker in tc, some start empty. thats wierd i dont see differences in map setup
1st upload for Insurrection had workers in tcs. I only changed terrain, but 2nd upload now starts with empty tcs.
Is there a specific rule controlling that?
i playtested Insurrection 3 times with 8 different players on discord... they loved the idea and conclusion of the game, but all said the start was annoyingly slow because no start units and i cant fix it atm

its in game so i want to address it immediately
Only if you control exactly 1 empty tc at start — no extra units/buildings — than units are generated.
Re: "Infinite tall" wall and cave wall
Posted: Thu Apr 21, 2022 6:37 pm
by diesel
makazuwr32 wrote: ↑Thu Apr 21, 2022 3:48 pm
Only if you control exactly 1 empty tc at start — no extra units/buildings — than units are generated.
on sacred forest yes, on path of three no - empty tcs
Re: "Infinite tall" wall and cave wall
Posted: Thu Apr 21, 2022 7:17 pm
by makazuwr32
hm?
i think it was fine some time ago.
how did you test that map?
in exactly multiplayer mode with full house of actual players?
Re: "Infinite tall" wall and cave wall
Posted: Thu Apr 21, 2022 8:34 pm
by diesel
interesting, why is it different? i guess map setups dont work the same in skirmish
we just live tested path of three and mine and units are there, i wasted my time worrying
ok, just gonna chill now and draw some tiles, thx as always mak!
Re: "Infinite tall" wall and cave wall
Posted: Fri Apr 22, 2022 3:46 am
by makazuwr32
Well in single player such maps unfortunately will not generate units but that is fine.