Please tell me if this is still being considered. Not to be a poop or anything, but, well, if Klingons care to hear about such things, I should have you know that I am a little frustrated presently, as far as making maps. Don't get me wrong, the game is great in so many ways and there's a lot of very cool new stuff in the editor to play with, like events and elevations and being able to paint entire areas of forest - all a blessing for which I am deeply grateful. Unfortunately, in the case of the first scenario I've been attempting to design, I just can't come to grip with the new approach to city-growth. That is, the For example, the map I've started is supposed to have certain locales that actually fit (at least sort of) with places laid out within a well-defined, well-known fantasy setting, some of them of particular strategic importance as well. Gondolin, for instance, is supposed to be the greatest city of the elves in Middle-earth. That being so, I would like to have it decked out with most of the upgrades from turn one, have it remain a unique and awe-inspiring place throughout the entire game, while all other cities that lie within the conceivable grasp of the player stay mere hovels by comparison... Not possible without those options. Any outpost is a potential Gondolin after so many turns. In AoW, no brainer... Make Gondolin a static four-hexer, and most other cities one-two. Or forget Godolin, sometimes it's just fun as a player having no choice but to go up against the ultimate high-level bad guys using only your trusted level ones and twos. Something along those lines in a big, epic map is less doable in AoWII. And on a similar note, would you consider making it so the ‘hurry' button can be disabled from within the editor? Another matter of taste I suppose. Whenever there's even a modest surplus of gold starting to fill up the coffer, it just seems to me like there is too short a time before a player can make their way up through the build tree and start rush-producing some of the higher-level units. Not necessarily because they're a good player, no, but because of a magic button that makes it easy. Again, I think this is due in part to the open-ended approach to building and city-growth. Coupled with the hurry button, it's really changed the whole feel of the gameplay. Sorry, not for the better, and to the lessening of variety, imo. Compared to AoW, there's more of a ‘rush' mentality at work, which I was thankful So what say you now, Josh? C'mon, a Thank you for AoWII, btw. Just hoping you are open to a few changes. Especially ones you said already are "possibilities". PS ...And watercaves, and some non-poofing items. Please be thinking about those, too! And.. and... the depths... [This message has been edited by Fingers (edited 07-24-2002 @ 07:58 AM).]
~Fingers~