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en:games:star_trek_armada_1:maps [2024-05-19-17-52] – 7saturn | en:games:star_trek_armada_1:maps [2024-06-23-14-19] (current) – 7saturn |
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| 2borders | {{ en:games:star_trek_armada_1:map_2borders.png?nolink |}} | This map can turn out to be highly unfair for the player starting out on the left side. E.g. when starting as a [[factions#borg|Borg]] player, the first [[Processing Node]] **cannot** be placed in the vicinity of the moon at the starting location. This effectively gives a hard disadvantage for having either to produce more than two additional [[Dilithium Collector|Dilithium Collectors]] to max out the moon or head out to the next one in a distance. The player starting out on the right does not have this impediment. **This map is therefore not fair.** | | | 2borders | {{ en:games:star_trek_armada_1:map_2borders.png?nolink |}} | This map can turn out to be highly unfair for the player starting out on the left side. E.g. when starting as a [[factions#borg|Borg]] player, the first [[Processing Node]] **cannot** be placed in the vicinity of the moon at the starting location. This effectively gives a hard disadvantage for having either to produce more than two additional [[Dilithium Collector|Dilithium Collectors]] to max out the moon or head out to the next one in a distance. The player starting out on the right does not have this impediment. **This map is therefore not fair.** | |
| 2deadzone | {{ en:games:star_trek_armada_1:map_2deadzone.png?nolink |}} | | | | 2deadzone | {{ en:games:star_trek_armada_1:map_2deadzone.png?nolink |}} | | |
| 2divide | {{ en:games:star_trek_armada_1:map_2divide.png?nolink |}} | | | | 2divide | {{ en:games:star_trek_armada_1:map_2divide.png?nolink |}} | On this map you can easily reproduce the AI knowing the map instantly: Use an AI opponent, that is not [[factions#Romulan]], so their scouts cannot cloak. Use the lower starting position for yourself and keep the Fog of War and the Shroud turned on. Right after starting the match send your own [[scout]] north, to the wormhole in your starting >>box<<, but do not enter it. (The map is divided into areas enclosed by asteroid belts so there is only this one entrance to your area.) Now just wait. For all intents and purposes, the AI should not be able to know where the moons are, unless it would either scout the area or know the map in detail anyway. As the distance between the AI's starting position to your wormhole is way longer than for you to it, your scout will arrive at the wormhole long before the AI ever could, even if it sent its scout to it right away as well. You will not find any scout entering your area of the map at first. And yet, the AI will sent two of its [[constructor|constructors]] to the second moon in your area right away, without ever having scouted out the area. This proves, that the AI knows the area without having to scout it. (Much in contrast to what //Westworld's Big Book of Modding// states, when they describe how the AI derives where to build its [[Mining Stations]]. The AI does not need the Fog of War or Shroud to be turned off, in order to know exactly where to go. | |
| 2duel | {{ en:games:star_trek_armada_1:map_2duel.png?nolink |}} | | | | 2duel | {{ en:games:star_trek_armada_1:map_2duel.png?nolink |}} | | |
| 2hidden | {{ en:games:star_trek_armada_1:map_2hidden.png?nolink |}} | | | | 2hidden | {{ en:games:star_trek_armada_1:map_2hidden.png?nolink |}} | | |
| 2maze | {{ en:games:star_trek_armada_1:map_2maze.png?nolink |}} | | | | 2maze | {{ en:games:star_trek_armada_1:map_2maze.png?nolink |}} | | |
| 3race | {{ en:games:star_trek_armada_1:map_3race.png?nolink |}} | | | | 3race | {{ en:games:star_trek_armada_1:map_3race.png?nolink |}} | When playing against the AI, this map has a tendency to crash the game after a while of playing it. | |
| 3triad | {{ en:games:star_trek_armada_1:map_3triad.png?nolink |}} | | | | 3triad | {{ en:games:star_trek_armada_1:map_3triad.png?nolink |}} | | |
| 4across | {{ en:games:star_trek_armada_1:map_4across.png?nolink |}} | | | | 4across | {{ en:games:star_trek_armada_1:map_4across.png?nolink |}} | | |
| 6brown | {{ en:games:star_trek_armada_1:map_6brown.png?nolink |}} | | | | 6brown | {{ en:games:star_trek_armada_1:map_6brown.png?nolink |}} | | |
| 6violins | {{ en:games:star_trek_armada_1:map_6violins.png?nolink |}} | | | | 6violins | {{ en:games:star_trek_armada_1:map_6violins.png?nolink |}} | | |
| 8compete | {{ en:games:star_trek_armada_1:map_8compete.png?nolink |}} | | | | 8compete | {{ en:games:star_trek_armada_1:map_8compete.png?nolink |}} | This map is also rather unfair in terms of starting positions. While the three players starting in the lower left corner have one moon inside their lair, the others have two, which of course is a significant strategic advantage for the other five. | |
| 8nirvana | {{ en:games:star_trek_armada_1:map_8nirvana.png?nolink |}} | | | | 8nirvana | {{ en:games:star_trek_armada_1:map_8nirvana.png?nolink |}} | | |
| 8open | {{ en:games:star_trek_armada_1:map_8open.png?nolink |}} | | | | 8open | {{ en:games:star_trek_armada_1:map_8open.png?nolink |}} | This map is particularly bad for bots. While everyone has their two starting moons in the vicinity of their starting location. There is only one further moon in the center of the map, that is an infinite moon. But as bots by default build three [[Mining Stations]], they all head for the same moon, wasting valuable resources basically for nothing. | |
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On the map //4junky// a lot of empty ships are placed at the center. Two of them, a [[Galaxy]] and the [[Premonition]] are sucked into the [[Map Objects#Black Hole]] right at the binning. | On the map //4junky// a lot of empty ships are placed at the center. Two of them, a [[Galaxy]] and the [[Premonition]] are sucked into the [[Map Objects#Black Hole]] right at the binning. |
There is [[http://armadafiles.com/files/armada/utilities/mapping-tools/armada-map-editor/details|an editor for the game's maps]]. With the [[..:star_trek_-_armada_1#Patch 1.3|patch 1.3]] you can reach it very easy by entering ''edit'' into the chat console when in-game. | There is [[http://armadafiles.com/files/armada/utilities/mapping-tools/armada-map-editor/details|an editor for the game's maps]]. With the [[..:star_trek_-_armada_1#Patch 1.3|patch 1.3]] you can reach it very easy by entering ''edit'' into the chat console when in-game. |
===== BMP Format of Preview ===== | ===== BMP Format of Preview ===== |
The map preview is stored as a 24 bit Windows Bitmap (BMP file). If for some reason a map does make the game crash when using it, the BMP may be the cause for it. If you can verify that this is the case (e.g. move the BMP out of the //bzn// or //addon// folder and it does not crash any longer), check out whether the file can be opened with a graphics editor, e.g. //MS Paint// or //Gimp//. If so, then it's probably only stored in the wrong format. BMPs come in different formats. A valid BMP for Armada map previews **must** be in 24 bit depth. You may find graphics editors trying to store the file actually in 32 bit depth, which makes the game crash. If you cannot open it with a common graphics editor, then it's very likely corrupted and obtaining a working version is unavoidable. | The map preview is stored as a 24 bit Windows Bitmap (BMP file) in resolution 128 x 128 pixels. If for some reason a map does make the game crash when using it, the BMP may be the cause for it. If you can verify that this is the case (e.g. move the BMP out of the //bzn// or //addon// folder and it does not crash any longer), check out whether the file can be opened with a graphics editor, e.g. //MS Paint// or //Gimp//. If so, then it's probably only stored in the wrong format. BMPs come in different formats. A valid BMP for Armada map previews **must** be in 24 bit color depth and it **must** have 128 x 128 pixels resolution. You may find graphics editors trying to store the file actually in 32 bit depth, which makes the game crash. If you cannot open it with a common graphics editor, then it's very likely corrupted and obtaining a working version is unavoidable. |
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