
A Reserve Cor. V 2.99_3 EMO_d EDITION

Teams have five minutes to
assemble an army after PT
before the battle can begin. This
will prevent spying and horse
rush


|[$000000]Version made by Emotion 98.3[]
|||Welcome to [$0000FF] A Reverse Cor. Zone[$00FFFF] V 2.98[]FULL Credits by[$7DFF00]X-HOORs[]
||[$00FF00]-PDF Update:
|Textdyscription, colouring
|Map/landscape tilefixes, fixed map lay-out version made by 
|
|If you are curious for all changes, i wrote it all down. Please read/check the text below.
|
|[$00FFFF]Changes V 2.98:
|- Fixed tiles on loc 4/7/6/2 
|- Fixed gold mine on loc 8 ! 
|- Loc 1 moved storehouse few tiles to left, for 1 more quarry. 
|[$00FFFF]Changes V 2.97:
|- Statistic script was improved 
|
|[$00FFFF]Changes V 2.94:
|- Loc 8 Add 1 more gold mine slot. 
|-Fixed loc 6 stone. 
|-Fixed tiles at battle area. 
|Changes made by [$00FFFF]excl Kanekis 
|
|[$00FFFF]Changes V 2.93:
|-Much improved map texture regarding lifted landscape. The whole maplandscape is done.
|
|[$00FF00]Credits granted to:
|[$00E0B2][MK] Snow
|
|[$00FFFF]Changes V 2.92:
|[$00FF00]Script and PDF update:[$00FFFF] V 1.03
|
|To Know:[$0000FF] 'Inn build reminder'
|Means:|Reminder to build your inn on time. When there are 15 minutes elapsed after game start, everyone will get a message as a reminder, to build your inn on time.
|
|If you make this mistake, you can never catch it up back in relation to time. It can make or break your game.
|
|So pay attention on this point:
|Have your inn ready/supplied at, at least on 20-21 min. (The first civilians will start to be hungry then)
|
|[$00FF00]Credits inn reminder:
|-Idea was made by
|[$7e00d5][LLL] Troel
|-Technical support by
|[$008CFF][LLL] Diedes
|-Implementation by
|[$0000FF][LLL] Alchemist
|
|[$00FFFF]Further:
|On request from [LLL] Troel/Daviddoff, loc 5 start is moved 1 tile down, this is done for better gameplay.
|Now you can build 2 schools above and 1 stonecutter.
|
|-Seconds in PT reminder are enabled, so you can see beside minutes, seconds too
|
|[$00FFFF]Changes V 2.91:
|-I have created a 'neutral area' between the both defending area's by both sides. That area is marked by light/darks squares.
|The main tought/idea behind this is to prevent to much pre-scout actions by builders befor pt ends.
|
|In the past it happens to much that players scouted to much before pt ends. And that will spoil the gameplay.
|
|[$0000FF]The purpose is:
|Don't cross that line with builders BEFORE pt ends.
|
|After pt everthing is allowed regarding scout actions/or get rid of your builders, by sending them to death to the battlefield 
|
|[$00FF00]Credits for report/Idea:
|-[LLL] Daviddoff
|-[LLL] Troel
|
|-1 roadtile removed near the ironmines at loc 8
|
|[$00FF00]Credits for report:
|-[Titan] Marinana
|
|-Stonemountain on loc 5 is bit more equalized to make it more buildable after the stone is cutted away
|
|[$00FF00]Credits for report:
|-Nomeme
|
|[$00FFFF]Changes V 2.9:
|-PDF is restored, if you wanna have/read info about the actual scripts in this map check the PDF.
|
|[$0000FF]Actual/valid|Scripts in this map are:
|-Schoolhouse
|-Caravan
|-Roadremove
|-Castle/traffic
|-PT Reminder
|-Towerscript/(7x Max. for each player)
|-Live stats, shows the current ammount of army and kills p/player
|
|[$00FF00]Credits:
|Can be found above change log from V 1.8
|
|[$00FF00]Credits for report:
|-[LLL] Troel
|
|[$00FFFF]Changes V 2.8:
|-Ironmines on loc 8 are fixed. 4 mines can be build now (before it was 3)
|
|[$00FF00]Credits for report:
|-[LLL] Daviddoff
|
|[$00FFFF]Changes V 2.7:
|[$00FF00]Credits:
|Granted regarding feedback decreasing stonemountains:
|-[LLL]   Daviddoff
|-[LLL]   McSpanky
|-[Titan] Marinana
|-Lima
|-McMic
|
|[$00FF00]Credits:
|Granted regarding mine depleting areas to:
|[LLL] Bala
|
|[$00FF00]Credits:
|Granted regarding loc 1|2nd. storehouse and, reshape south-east ridge to:
|Excl. Kaneki
|
|[$00FF00]Credits:
|For all other changes/fixes and texts:
|[$0000FF][LLL] Alchemist
|
|[$00FFFF]Note:
|-Stone on each loc is decreased from approx. 2.600 to approx 2.300 pieces
|-Ironmine depleting areas are fixed on loc 8/4
|-2nd. Storehouse on loc 1 is moved to the south at the same high als the 1st. storehouse.
|Road to northside is bit still there, to make it balanced in distance to the 1st. goldmine.
|
|-Mountainridge at southside loc 1 is bit reshaped to encrease space for loc 1 bit more
|
|-I balanced all locs with a approx. equal road distance to the 1st. gold mine.
|It is approx. 10 tiles, this is very important to have a almost equal start, in relation to other locs.
|That's why i have done it.
|
|-Gold mountain tile fixes on loc 3
|
|-Stone tile fix on loc 7
|-And some other tile fixes
|
|[$00FFFF]Changes V 2.6:
|Was a fan made mod, not a official LLL release
|
|[$00FFFF]Changes V 2.5:
|[$00FF00]Credits for feedback:
|-[LLL] Mokumpride
|
|-We made the opening between the sides in relation to the north mountainridge equal to eachoter. The current width is now 50 tiles for both sides. So each side have now the same advantage in relation to the entry openings.
|
|[$00FFFF]Changes V 2.4:
|[$00FF00]Credits for feedback:
|-[Titan] Marinana
|
|-The script was broken, is fixed. Everything is working well now
|-Buildlimits are DISABLED, means you can build now with no buildlimits :D.
|
|[$0000FF]Note:|The limits are still in the script but i raised the limits up to:
|-400 grainfarms
|-400 woordcutters
|-400 vineyards.
|
|The valeus are so high now, that the script won't reconized them anymore. Means you can build with no limits, until the entire map is full with buildings of course.
|
|We disabled this feature after many mixed feedback (For and against) from many players.
|
|-Towerlimit is still valid, means 7x max. for each player.
|
|-Made some little landscapetile fixes
|
|[$00FFFF]Changes V 2.3:
|[$00FF00]Credits for feedback:
|-[LLL] Daviddoff
|-[LLL] AOMINE
|
|-The narrow passage is removed in the northside at the mountainridge, this is done for more fightbalance between the right and leftside
|
|-Shape of mountainridge is bit adjusted for more/fair gameplay.
|
|-Coalfields are encreased on each loc from 1450x to 1650x approx. total
|-Goldore in mountains is encreased on each loc from 400x to 450x approx.
|-Stonemountains on each loc are encreased from 2000x pieces to 2600 pieces approx.
|
|-Some landschapetile fixes
|
|[$00FFFF]Changes V 2.2:
|=Troll version (not from LLL official)
|
|[$00FFFF]Changes V 2.1:
|=Troll version (not from LLL official)
|
|Changes [$00FFFF]V 2.0:
|[$00FF00]Credits[] for feedback,
|[$00FFFF]Granted too:
|-[LLL] Daviddoff
|-[LLL] MartinNL
|-McMic
|
|[$00FFFF]Feedback:
|-After some feedback we made some changes in de max. values of the wine/grainfarms.
|we have decreased the max. value of the wine farms after feedback from 30 winefarms to 10.
|
|This is done to prevent the easy/primitive trading style Vs. skin/leather/sausage/wood weapons trade which is a lot more complex trading style. (You need a production chain to trade it.) You don't need a prod. chain with only wine.
|
|We have increased the grainfarm limit from 40 to 45 grain farms to compensate the space at the empty coal minefields. (Before we used that 20 wine farms)
|
|It's a variation of the tower limit:
|[$00FFFF]Grainfarms[] limit set: 45x Max. (Was 40x)
|[$00FFFF]Vineyards[] limit set: 10x Max. (Was 30x)
|[$00FFFF]Woodcutters[] limit set: 30x Max.
|
|Changes [$00FFFF]V 1.9:
|[$00FF00]Scriptupdate:[$00FFFF] V 1.02
|
|[$00FF00]Credits[] for scriptupdate:
|-Idea/written and implementation by
|[$0000FF][LLL] Alchemist
|And with very much help and support from
|[$008CFF][LLL] Diedes
|Without his help, i couldn't realize this, 1000 times thanks mate !!!
|
|[$00FF00]Scriptupdate: [$00FFFF]V 1.02:
|We have limited all endless resources for all players (wood/wine/grain)
|
|This is a script variation based on the towerlimit. We added 3 other limits to know:
|Grainfarmlimit set: 40x Max.
|Vineyardlimit    set: 30x Max.
|Woodcutt.limit   set: 30x Max.
|
|[$0000FF]Why we have done this?
|Because if you look in a practical view to each map, you will have always a present disbalance in loc space.
|And from that point of view, it's not fair because the other loc/side can build a big bigger eco then the other loc/side.
|
|The disbalance could be solved on 2 other ways too:
|-Make the map mirror-symmetric, so you have at at least always 2 locs that looks 1 on 1 to eachother, but that looks a bit boring.
|-Add physically limits in the form of walkable tiles but not buildable.
|(Like a crossable watertile).
|(Looks bit unnatural)
|
|But we have choosen for the [$00FFFF]script possibility,
|to add limits for vineyards/grainfarms/woodcutters.
|
|Now you can play on locs with different sizes (until a certain high of course) without the disbalance problem.
|It makes it more funnier, challenger an tactical to play.
|
|[$0000FF]Why?:
|Because it's not a matter anymore how big your eco is, but how efficient it is.
|And how smart you will use the limited endless resources. This will be they key to victory. Because each player have now the same equal resources.
|
|[$0000FF]Note:
|Now you will see the real skills from players. Once again: it doesn't matter anymore how big your eco is.
|
|You can always go for full iron eco too, (like some players) but then on a other 'mind setup', like the 'normal' way.
|It depends on the creativity of the player by himself :D
|
|Ok guys Let's play!! Gl and have fun.
|Greetz from:[$0000FF] [LLL] Alchemist.
|And[$008CFF] [LLL] Diedes
|
|[$00FF00]Other Credits for scripts:
|[$00FFFF]Scripts:
|-PT reminder
|-Backtraffic castle
|-Road remove script.
|Written by [$008CFF][LLL] Diedes[], tested and implemented by
|[$0000FF][LLL] Alchemist.|(Scriptidea by [$FF0000]LLL-Clan)
|
|-Schoolhouse/tower/live statistics and caravan scripts:
|Written by [$74ABFC]Toxic, []and [$FF0000]Esthlos
|
|[$00FFFF]Note:
|-This are NOT bonus scripts
|-Towercount is set on 7x max.
|
|[$00FFFF]Changes V 1.8:
|-This was a fan-made troll version (Based on V 1.4).
|You can reconize it by reading the dyscriptiontext (You see then V 1.4), and check the landscape on the mini map in the lobby.
|If you know the landscapes from 1.4 and 1.7 then you can reconize big differences in landscape textures.
|
|[$00FFFF]Changes V 1.7:
|After some brainstorming and feedback i made some fixes/changes...
|
|[$00FF00]Credits:
|[$0000FF]For feedback are granted to:
|[LLL] Mokumpride
|[LLL] McSpanky
|[LLL] Orion
|
|[$00FFFF]Changes:
|The unbalanced defencefactor advantage from the eastside (Loc 2-6-5-1) in relation to the westside (Loc 3-8-7-4), is now equalized in relation to the eastside
|
|We tried to solve this by 2 ways:
|[$00FF00]1: []By cutting out a 90 degree angle shaped square out of the point of mountain ridge at the northwest.
|
|This makes it possible to defend on a straight axis, (90-270 degrees) to know: the east-west axis. By the eastside it's the opposite way: the north\south axis. (0-180 degrees)
|
|[$00FF00]2:[] We cutted away the northside of the mountain from loc 3 until his iron ore.
|So you have move moving space for def.
|
|[$00FFFF]Situation before was:
|If they pushed you back to the northside of the ironmountain from loc 3, you are forced to take a 45 degree def. angle position.
|If you got that forced fixed position, they can start to shoot your units down from the north.
|
|That's a very big disadvantage in relation to the eastside: There you don't have that def. problem.
|Now you can hold a straight defend line, instead of a 45 degree angle shaped defend line.
|
|[$0000FF]Note:
|Both axises widths are approx. 45-49 tiles width.
|The depths axises of both def spaces are approx. 55-60 tiles.
|Means in this point of view:
|
|You have much more/better balance in relation to space and surface. Then before.
|
|[$00FFFF]Changes:
|-The secondary path in the north west mountain ridge is a bit reshaped. This is done to realize the def. balance factor in relation to the eastside.
|
|-Little lake on west side from the map is removed.
|This this is done to equalize the width from def. axis in relation to the eastside.
|
|-Fog is bit more removed to the northside from locs 3-8-7-4 (westside)
|
|-Stone mountains on loc 3 are switched with the gold mountain/coalfield.
|This is done to create a better trafficflow over time, make the loc bigger in relation to loc 6
|and to create some more space for defending.
|
|-Fishpont loc 3 is moved into the eastern mountain ridge to create some more space.
|
|-Loc 6 is a bit decreased in space, on south/east side. This is done because that loc was bit overpowered in relation to surface of all locs.
|(is almost equal/balanced in relation to loc 3 now)
|
|-All 70 woodtrunks are moved from 2nd. to 1st. storehouse.
|This is done for shorter/efficienter walking distance by serfs to sawmills.
|
|(Mostly of the time you build your first woodcutters and sawmills near, to your 1st. storehouse).
|
|[$0000FF]Note:
|I tested it by myself, and if you do trafficmanagement right. You have no traffic.
|
|-We gave all coalfields more terrainquality, by making the ground a bit bumpy. (It's still buildable)
|
|-All builders and serfs are replaced on all locs for better startconditions.
|
|[$0000FF]To know:
|2 builders placed approx. on the suggested place from the 1st. school. (near/close to 2nd. storehouse)
|The rest 9 serfs/10 builders near the 1st. storhouse.
|
|-Fishpont from loc 1 is moved into the western mountain ridge to create some more space.
|
|-Stonemountain plus 1st. storehouse on loc 1, is bit moved to the north, to create some more space.
|
|-Goldmountain/coalfield
|loc 1 are more moved to the north/west (South/east part of loc 6)
|
|North/west side from loc 1 is bit increased te create more balance weight in relation to all other locs. It's the smallest loc on the map.
|But that fact makes that loc the hardest loc on the map.
|
|I like hard and small locs :D.
|
|Gl hf.... greetz from the
|[$00FF00][LLL] Clan|And [$0000FF][LLL] Alchemist[] Yoo
|
|[$00FFFF]Changes V 1.6:
|We have moved all goldchests to 2nd storehouse. Plus 12 timber/10 stone (minus ammount in 1st storehouse), this is exactly enough to build your first 2 schools next to the 2nd storehouse.
|
|We have done this because in later game your school is closer by your goldproduction. And you have more efficiency in case with trafficpressure on your mainroad, it's lesser now.
|
|-Stonemountains are more flattened, to make it easier to build on the landtiles when stones are cutted away
|-Ammount of stone in mountains is raised from approx. 1650 pcs. to approx. 2000 pcs. means plus 350 stone.
|We have done this because you run out stone very fast with this mega eco's.
|
|-Serfs and builders on all locs moved closer to 2st storehouse, this is done to make the start equal.
|
|-Iron and coalfield on loc 8 are moved to the south/east, to balance the distance to iron in compare with other locs.
|
|[$00FFFF]Changes V 1.5:
|-Loc 8 is fully stripped and redesigned for better gameplay.
|-Roadtile bug for 2nd storehouse on loc 8 is fixed
|-Startloc on 4 is a bit moved to the east, for better gameplay
|-Fishpont on loc 3 is a bit moved to the north for balance the distance.
|
|[$00FFFF]Changes V 1.4:
|-The most easterly goldmine on loc 4 can be build now. Before you could not build road to it, now you can
|-You can cut the stonemountain on loc 4 for 100%, before is was 95%
|
|[$00FFFF]Changes V 1.3:
|[$00FF00]-Some tilefixes:
|All lanscapetiles in the battlefield are now fixed/equalized for battle.
|
|Situation before fixing:
|Some tiles were to steep to stand on it. That will cause continu disturbances in the troopformations.
|
|Situation after fixing:
|Now you can use/stand on every tile for good coördinated battles. Means now you can use every tile.
|
|[$00FFFF]Changes V 1.2:
|[$00FF00]-Balanced goods/resources
|We discovered a disbalance in starting goods/resources in relation to west/southside.
|We solved it by equalize it for every loc in relation to the westside, means each loc have now the same ammount of goods.
|
|[$00FFFF]Changes V 1.1:
|[$00FF00]-Loc 3/6|-After some feedback we made a little gap into the southridges.
|
|[$0000FF]Note:
|-This is only done for emergency assistance to your teammates!!! Not for sending your army to the battlefield.
|
|[$00FF00]-Loc 2:
|- 1 Tilefix below stonemountain for stonecutter, it was bugged/unbuildable
|
|[$00FFFF]Changes V 1.0:
|-We have added 3 mountainridges, this is done to prevent huge traffic jams caused by your teammates who crosses your villag with their army's from the southlocs, (locs 7-4-1-5 ). 
|
|Now it's impossible to cross the villages (Locs 3-6-8) into the north with huge traffic jams as result. Units are forced now to walk along the ridge, with no traffic jams.
|
|We put some crossable dark tiles on the edges of locs 7-4-1-5 to mark/indicate the borders. Hold that space free for a walkpath for your army to the north.
|
|[$00FF00]-Loc 1:
|-Fishpont is moved from south to north, southside is made a bit wider. Dark tiles added to indicate borders and walkpath for army
|
|[$00FF00]-Loc 2:
|-Iron/goldmoutains are moved more to the eastside for faster gold production (distance is now aproxx. equal in compare with other locs), bridge in the west is removed for better in/outrance.
|
|[$00FF00]-Loc 3:|-Mountainridge added to prevent traficjams. Little goldmountain in the north is removed and put together as 1 mountain for more space. Ironmountain is bit moved to the north to create space for blacksmiths and melters.
|
|[$00FF00]-Loc 4:|-Fishpont is moved from south to north east. Little moutain on northwest and beach in south is removed, for more space. Dark tiles added to indicate borders and walkpath for army.
|
|[$00FF00]-Loc 5:|-Mountainridge added to prevent trafficjams. Goldmountain in west is removed and put to 1 goldmountain into the north for more space. Coalfield is put together to 1 field. Dark tiles added to indicate borders and walkpath for army
|
|[$00FF00]-Loc 6:|-The hardest loc because you are forced de plan your build on a skew way.|-This loc is fully stripped and redesigned, to increase space and better cityplanning (because the skewness).|- Mountainridge is added to prevent trafficjams. Fishpont is moved from southwest to northeast. Ironmountain plus coalfield to proces ironore is moved from northwest to eastside. Ironore is put into the mountainridge (á 4 ironmines). Goldmountain plus coalfield in west is bit moved to east. Mountainridge in the northwest is removed for more space and better cityplanning.
|
|[$00FF00]-Loc 7:|-Removed a bit of the mountainridge in the northeast and shape it into a 90 degree angle. Dark tiles added to indicate borders and walkpath for army. Stonemountain is bit moved to the east to create space for blacksmiths and melters. And split in two to make short road to the fishermens.
|
|[$00FF00]-Loc 8:|-Moutainridge added to prevent trafficjams. Reshaped coalfield a bit in the north, removed brown stoneedge at the goldmountain to create more space.
|
|[$00FF00]-Further:|-Many landscape tilefixes. This Fixed map version is made  by
|[$0000FF][LLL] Alchemist.
|
|Orginal text and credits:
|
|Welcome to [$0000FF]A  Reverse Corner Zone Map. Created by [$7DFF00]HOORs  You fight now on the NW corner. Designed for 4v4. max tower count is 7/player. Natural resources contains on each loc: around 1670 stones, 1400 coal, 400 gold, 500 iron, 360 fishes, zero wood but 70 additional woodtrunk added to your storehouse! Note: This map is scripted, and NO BONUS. Please read the PDF for more info.
|
|Script update V.1.01
|We have added 3x new scriptupdates to know:
|
|-Remove road script
|-Peacetime reminder
|-Castle traffic control script. 15 to 18 min. (In PDF is it 15 min)-Scripts schoolhouse/tower/statistics and caravan: By [$00F071]Toxic[$FFFFFF].
|
|Good luck and have Fun!!!!!.

