* create a gryphon race (GRYPHON_NAMES needs to be filled) and moved
the appropriate units to their own directory
* create undead variations for the bat and gryphon race (using the
drake image.. needs better fitting art)
* sorted names.cfg and races in units.cfg alphabetically
- Use the cursor as center of rotation, if not on map then use "center of mass"
- Use hotkey shift+r, as Gimp. (ctrl+r is reserved by recruit, old hotkey bug)
- copy/paste instead of moving, not sure about that but seems more
useful (if wanted you can overwrite on the current selection and then
cut/paste) Because the main use is probably to help create map like
Hexcake, but rotate after a select-all allow to rotate the whole map
(with cropping of corners)
One aspect of the village-income system that has always griped me is
that it gives players an incentive to run units away from the fighting
in order to grab villages that logically in storyline terms should
have started under their control to begin with. Seizing the enemy's
villages is strategy; having to seize villages trivially near your own
keep (especially *behind* it) is just a pain in the ass.
This revision fixes that by adding STARTING_VILLAGES macros in a whole
boatload of places. In most cases (a) these are villages the player
would have seized in turn 1 anyway, (b) the amount of additional
income per turn is small, and (c) I give the bad guys villages too for
the same startup acceleration. The net effect of these changes should
be to get the scenarios off to a faster start without significantly
messing with scenario or campaign balance.
In a few cases the amount of additional income looks unbalancing and I
have adjusted minimum starting gold correspondingly. That is probably
sufficient for campaign-starting scenarios, but the income increment
in mid-campaign scenarios (especially those with no minimum gold,
where the player is expected to start wealthy) may have a balance
effect on later scenarios that's harder to control.
I suggest campaign maintainers should re-evaluate the following scenarios for
balance effects:
Eastern Invasion::The Outpost
Scepter of Fire::Closing The Gates
Scepter of Fire::Towards the Caves
Scepter of Fire::Searching For The Runecrafter
Heir To The Throne::The Seige Of Elensefar
I've also ensured that STARTING_VILLAGE calls within prestart and start
events are moved out of them. In general I've moved STARTING_VILLAGES
calls to right after their side declarations.