It is an impressive map, and it is preety cool how you managed to fix the starting players (although... I ended up a vasari with a human photo... hehe.
I have spent hours trying to figure out how to avoid this from the galaxy file, but as best I can tell the "PlayerTech" or "PlayerPhase" parameters are not being passed back from the "PictureGroup" variable....so maybe it is a limitation, though I'm still hopeful someone can tell me what I'm doing wrong.
It is a very neutral heavy map... not a problem, but makes for intresting (and different!) game play.
It is neutral heavy...a little less so in Distant Stars since the Gas Giants become colonizable. Generally the poorer the planet quality of your starting position, the more neutrals you have available. The Vasari need this to survive because they start out on asteroids. One of the TEC players with the best starting areas has almost none, barring randomization.
I had some wierd issues with your wormholes... i have no idea why... but it seemed that they did not work for me... i had a scout glued to the side of one saying "exploring" and i tried to jump a small fleet through a second... it might jsut be me... idk.
Sure enough, wormholes are not working!! I have played several games for a couple hours, at which point I tweaked starting positions and started a new game, so I hadn't gotten around to checking out a wormhole. I have no clue why they wouldn't work! They seem to be set up properly. If anyone has an idea what I did wrong in the galaxy file, please let me know.
I kinda wonder why there are 5-3-2... are we supposed to have unlocked teams? it seemed... idk... odd... whatever. I guess cause 10 does not quite divide into 3 very nicely.
Ill have to play it some more... but i like it so far.
(how long did it take you to make this monster?)
(i would love to play this in multiplayer)
Yeah, I arbitrarily set the number of races for an RP element of the TEC core empires being attacked from the outside edges of the map.....I have been playing it unlocked teams, and I think it would go over pretty well as a Multiplayer FFA. Considering the 10 different start locations combined with the map permutations, you could play this map many times and keep getting a new experience.
I probably spent something like 10 hours working on the map and an equal amount of time playtesting it so I could go back and tweak and re-balance different parts...sometimes I would just put 8 AI's on my team and let it run a bit to see how the AI's were coping with their start location.
Good catch on the wormholes! I keep restarting games and had not gotten around to testing them. I was about at the point to test them last night, but I ended up saving it and passing out. I will try and look at some other maps that have working wormholes and figure out what is wrong with mine.