When you do decide to seriously balance a map I think it would be good to try create lots of choke points. This way you still need to defend a large territory but at the same time it doesn't become frustrating to play.
Thing is, the amount of choke points is a matter of personal taste... I played edited campaign a bit (on hard) and I must say that without choke points it's much more challenging and interesting. If you have, say, 2-3 choke points to defend, you just mass huge force there, and AI simply can't touch you. Then you mass even larger force, build Executors etc., and just pwn AI very hard. This is simply not fun... but I'll probably make version with choke points as well.
Thanks a lot I don't need anything too fancy, and I'm sure it will be really helpful
As for campaign, as I'm currently in the middle of modding myself, I won't try it anytime soon. I surely could use something that runs smoother
It seems that still after a 25-30 weeks it becomes unplayable, at least on my machine... but still it's an improvement. I'll experiment more.
As for chokepoints - I'm against them, it's space, so units should be able to run pretty freely And AI is already far weaker then player - I find no problem in defending planets against it (well, AI is able to achieve space superiority, but it's too weak to beat me on land, so it's unable to progress any further).
Exactly - it's simply not fun to play when you have to defend just 2-3 planets.
BTW, I updated editor to 1.01:
- Fixed resource leak
- Added displaying planets and routes count
- Added ability to plot routes from each planet to all planets
in hyperspace range
http://rapidshare.co...lMapEd.zip.html
Edited by Yurec, 02 April 2008 - 07:48 PM.