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You can decide whether you want ruins to be constructed solely or primarily from stone types actually available on the map, or if you want them to be constructed from random materials (as in vanilla). (Regardless of the settings, the mod ensures that buildings will be significantly more common among ruins than unattached wall segments, and that those buildings will be shaped more like rooms than like hallways.) Or you can set them high, so it seems as if you've landed in what was once a bustling city. You can set them low, so you'll no longer find yourself starting the game in an area that looks like it might once have been someone's town square. You can alter the number of ruins and "ancient shrines" that generate on new maps. You'll find three different sets of options for the mod. Simply visit "Mod Settings" from the game's "Options" menu. I appreciate a lot the work of mapmakers and thank them for their work since maps and campaigns is what 0AD needs the most urgently IMO, but some maps simply aren't to the level of most stock maps when it comes to balance and design."Configurable Maps" provides you with a number of configuration options that you can use to tailor the way your maps generate. Maybe I'm a bad player but these very difficult maps kill the enjoyment while the regular AI is manageable. The best maps when it comes to gameplay are : Northern Islands, Euboea Harvest, Coastline (hard but playable), Jungle Valley (same opinion), Raiders in the Alps, Country Side, Dune (if big), Riverway (if big too) or The Duel (intense map but winnable with tenacity).
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But Egypt is very playable even if cramped and resource-intensive.Ī few maps get too many players too. That's the case with the Egypt map which isn't part of this mod too. Maps being cramped or with too high elevations (like Brigantium or Obsidio Cyzicus) are difficult to play, even if the idea behind them is very good. For example, At The World's End is almost unplayable because you get attacks with war elephants very soon in the game, while there was a version named Before Hysdaspes which was interesting to play, even if it was cramped in some places. Byzantium has an absent AI : one just has to stockpile resources, advance ages to set trade then get siege engines and destroy the enemy colonies.Ī lot of these maps are most beautiful but sometimes unplayable for a not so skilled player like me, either because they're very small then one doesn't have any "strategic" depth or even space to put houses (Rapa Nui for both reasons, most big city maps for the former reason), and some because the AI seems stronger than usual, like on the original Danubius or Napata maps where the only way to counter AI attacks is to begin with very high resources or more. Scenarii tend to crash, or to show strange behaviours. Others are a bit instable like Brigantium. Some maps crash here too, like Rapa Nui sometimes, Forest Nothing always.
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