.com.unity Forums

.com.unity Forums (http://forum.shrapnelgames.com/index.php)
-   Dominions 3: The Awakening (http://forum.shrapnelgames.com/forumdisplay.php?f=138)
-   -   design just ONE province (http://forum.shrapnelgames.com/showthread.php?t=32929)

Jack_Trowell January 26th, 2007 08:13 PM

Re: Crystal Lake
 
Quote:

Agrajag said:
Hmmm... Can you change the paths of a commander with the map commands?

Yes :

#clearmagic will remove all existing magic path (if any)
and you can use #mag_astral, #mag_fire, ... to set the different path and their value.

Note that with the map command you can create a computer opponent and choose yourself its pretender, starting province, specific magic path on the pretender, and even the scales.

With this you can make your own custom opponent, for exemple Vanheim with a F9W9 blessing, or even if you want a full elemental blessing (E9F9W9A9), as there is no point limit.

Endoperez January 26th, 2007 08:16 PM

Re: Crystal Lake
 
Quote:

HoneyBadger said:
I want it to appear that there's a lake in the province on the map, if possible, but I want it to be overland. The point is that the ancient kraken lives in the bottomless lake but comes out to feed-and an ancient kraken isn't something you'd normally expect on land.

As far as sites go, I'm not sure what you mean. The province should include: bottomless lake, ancient temple, plus one site which could be water or astral.

If it isn't possible to visually show a small lake on the map, that's ok. The province will still work as a forest, and the bottomless lake just happens to be too small to show up on the map.

If it were possible, I'd LOVE to name the kraken Jason, but that's just me http://forum.shrapnelgames.com/images/smilies/happy.gif


It can be done. You'd have to mod in a new unit graphics for the Kraken, though. First sprite would be an image of a lake, the second would be of tentacles swirling around the lake. #copystats Kraken, add Air Shield 60% and change defense to 16, change graphics.

HoneyBadger January 26th, 2007 08:20 PM

Re: Ok, here\'s one that\'s ready to go.
 
Name: Koprul
Province type: swamp
Commander: Bog Mummy (the Niefel Pretender) armed with skull talisman, medallion of vengeance, axe of hate, totem shield x 27
Bodyguard: behemoth x 4
Bodyguard: leviathon x4
Units: longdead jotun x 134

Tar Pits
the swamp of the dead

HoneyBadger January 26th, 2007 09:00 PM

Re: Ok, here\'s one that\'s ready to go.
 
It's ok if the Kraken comes out on land, but I like your idea for the graphics, Endoperez. I think though, if I were going to that amount of trouble, I'd tweak the kraken up into something else even more nasty.

I don't think these are supposed to use mods, though, is the thing.

HoneyBadger January 26th, 2007 09:44 PM

Another kraken one
 
This requires a water-filled cavern, can we make that happen?
Name: Deep Throat
Province type: cavern, water filled
Commander: Ancient Kraken (named "Azathoth" earth15, water15, death5, astral5, nature5, fire5) with ring of regeneration, amulet of magic resistance, amulet of reinvigoration.
Unit: 48 krakens

Water Filled Cave
The Sea Underneath
Kraken Pit

HoneyBadger January 26th, 2007 10:41 PM

The Ripper of Inkpot End
 
Name: Whitechapel
Province type: plains, death site, blood site
Commander: Destroyer of Worlds (blood3, death 3) with Hellsword, sword of swiftness, lucky coin, wraithcrown, jade armor, marble boots, amulet of magic resistance
Bodyguard: 5 shadow vestels





HoneyBadger January 26th, 2007 11:11 PM

Re: design just ONE province
 
Hey what are those guys with pitchforks that hang out with vampires called?

HoneyBadger January 27th, 2007 12:04 AM

Re: Crystal Lake
 
Name: Drakovia
Province type: hills
Commander type: necromancer (named Victor, with 2 blood and 2 air, armed with a lightning rod, ring of regeneration)
Commander type: ettin (named Monster) armed with 3 piercers, black steel armour, horned helmet, wraith crown, boots of quickness, ring of regeneration, amulet of reinvigoration.
Unit type: 16 corpse man
Unit type: 33 foul spawn
Unit type: 12 blood slave

Abandoned Laboratory,
Cracked Tower,
Gallows

Strages Sanctus January 27th, 2007 12:05 AM

neat idea!
 
neat idea!

Taqwus January 27th, 2007 12:54 AM

Re: design just ONE province
 
Quote:

HoneyBadger said:
Hey what are those guys with pitchforks that hang out with vampires called?

Goths. Just kidding -- they're Thralls.

Edi January 27th, 2007 05:10 AM

Re: The Ripper of Inkpot End
 
Quote:

HoneyBadger said:
Name: Whitechapel
Province type: plains
Commander: Destroyer of Worlds with Hellsword, sword of swiftness, lucky coin, wraithcrown, jade armor, marble boots, amulet of magic resistance

Inkpot End

Bad idea. Inkpot End is going to give the DoW disease, which will eventually kill him though it'll cripple him with afflictions first. If you intend to combine disease sites, you need to use either undead or demonic creatures with it.

Edi

Agrajag January 27th, 2007 05:58 AM

Re: design just ONE province
 
land name: Magrathea
requierments: Waste
population: 10
commanders: Archmage (named Slartibartfast) with S9A4W4E4F4 with Barrier, Shield of the Accursed, Robe of Invulnerability, Spirit Helmet, Boots of Calius the Druid,Pendant of Luck,Amulet of Missile Protection
Troll Commander x3
units: 70 trolls
hidden sites: Sunken City

Jack_Trowell January 27th, 2007 07:14 AM

Re: Another kraken one
 
Quote:

HoneyBadger said:
This requires a water-filled cavern, can we make that happen?


Hum, I can require both "sea" and "cave" terrain types, but I'm not sure thatthey will really work together (I d'ont know if the battlefield will be a cave (with darkness), undersea, or both)

Will have to try


Quote:

Name: Deep Throat
Province type: cavern, water filled
Commander: Ancient Kraken (earth15, water15, death5, astral5, nature5, fire5) with ring of regeneration, amulet of magic resistance, Master crystal matrix.
Commander: Mind Lord with amulet of reinvigoration, amulet of magic resistance, Slave crystal matrix x 12

Isn't that a little ... excessive ?

Moreover, with such huge magic path already on the kraken, the communion will not be really useful, and will make the mind lors sitting target (communion slaves don't do anyhtin more)


Quote:

Unit: 48 sea troll slaves

Water Filled Cave
The Sea Underneath


Have Sea trolls the darkvision ability ? If not, and the cave type is used (ie : combat will be under the darkness effect) they will fight almost blind.

Jack_Trowell January 27th, 2007 07:14 AM

Re: Another kraken one
 
Edit : sorry double post

Jack_Trowell January 27th, 2007 07:19 AM

Re: The Ripper of Inkpot End
 
Quote:

HoneyBadger said:
Name: Whitechapel
Province type: plains
Commander: Destroyer of Worlds with Hellsword, sword of swiftness, lucky coin, wraithcrown, jade armor, marble boots, amulet of magic resistance

Inkpot End

interesting, but do you know that "inkpot end" is a negative site that give nothing but has a chance of spreading diseases to units in the province ?

With such a site known do be in a province named "Whitechapel" with a destroyer of world , it would make human players ignore this province most of the time when it's near them.

... hum, or maybe not : killing the destroyer of worlds could bring good loot if one or more of hit magic items are found after the battle.

Maybe I could also put the "manysites" terrain type as required, so that the province has one known bad site, but a greater chance of other sites ?

Jack_Trowell January 27th, 2007 07:22 AM

Re: Crystal Lake
 
Quote:

HoneyBadger said:
Name: Drakovia
Province type: hills
Commander type: necromancer (named Victor, with 2 blood and 2 air, armed with a lightning rod, ring of regeneration)
Commander type: ettin (named Monster) armed with 3 piercers, black steel armour, horned helmet, wraith crown, boots of quickness, ring of regeneration, amulet of reinvigoration.
Unit type: 16 corpse man
Unit type: 33 foul spawn
Unit type: 12 blood slave

Abandoned Laboratory,
Cracked Tower,
Gallows

At last ! One interesting province without using a pretender type unit, with a good concept and not too hard to take. http://forum.shrapnelgames.com/images/smilies/shock.gif

I like having some very hard province with good rewards in SP, but having some moer normal ones from you is refreshing.
http://forum.shrapnelgames.com/image...ies/tongue.gif

Jack_Trowell January 27th, 2007 07:25 AM

Re: design just ONE province
 
Quote:

Agrajag said:
land name: Magrathea
requierments: Waste
population: 10
commanders: Archmage (named Slartibartfast) with S9A4W4E4F4 with Barrier, Shield of the Accursed, Robe of Invulnerability, Spirit Helmet, Boots of Calius the Druid,Pendant of Luck,Amulet of Missile Protection
Troll Commander x3
units: 70 trolls
hidden sites: Sunken City


Isn't Sunken City an underwater site ?

Agrajag January 27th, 2007 08:39 AM

Re: design just ONE province
 
Quote:

Jack_Trowell said:
Quote:

Agrajag said:
land name: Magrathea
requierments: Waste
population: 10
commanders: Archmage (named Slartibartfast) with S9A4W4E4F4 with Barrier, Shield of the Accursed, Robe of Invulnerability, Spirit Helmet, Boots of Calius the Druid,Pendant of Luck,Amulet of Missile Protection
Troll Commander x3
units: 70 trolls
hidden sites: Sunken City


Isn't Sunken City an underwater site ?

It might be, but it will still work if you place it in a none-watery province. (I did a little test and placing it in plains or forests works just fine, alteast with the knownfeature command)

Edi January 27th, 2007 09:13 AM

Re: design just ONE province
 
You can place any site in any terrain with the #feature and #knownfeature commands. This can also result in more than one instance of unique sites appearing on the map, because random assignment happens before parsing the map file.

By the way, the Drakovia province needs to have the unit "corpse man" changed to "Corpse Construct" because that is the proper name for the unit. "Corpse Man" will produce absolutely nothing or will screw up the unit assignment in the map file. If you want a variety of foul spawns, the common ones are numbers 453 - 460. The others I don't remember and I don't have the DB at work.

Edi

Jack_Trowell January 27th, 2007 09:52 AM

Re: design just ONE province
 
Thanks Edi.

About all those province suggestion, they are still not listed online because I'm currently working on massive updates on the map editor, but I have noted them all and they will not be forgotten, do not worry.

Ballbarian January 27th, 2007 10:35 AM

Re: design just ONE province
 
Thanks for all of the province suggestions. Now I would like to request that somebody (with the time and the want) build the province files for SemiRandom using some of these great ideas. I tried to design it so that anybody that can edit a map file, can build a gan file. I don't mind scripting some myself, but I have no intention of doing them all. http://forum.shrapnelgames.com/image...ies/tongue.gif

A simple gan sample:
Quote:

@1 landname
"Forest of Mir"
-- Forest of Mir
#commander 890 -- Hunter Lord
#units 15 886 -- Spider Knight
#commander 890 -- Hunter Lord
#units 8 889 -- Black Hunter

A more complex gan sample:
Quote:

@RANDOM landname FOREST
#poptype 78 --Tribals, Wolf

#commander 400 --Skin Shifter
@RANDOM comname COMMANDER
#randomequip 1
@13 xp
100
100
100
200
200
300
300
400
500
600
700
800
900
@8 bodyguards
5 123 --Wolf Tribe Archer
5 124 --Wolf Tribe Warrior
10 123 --Wolf Tribe Archer
10 124 --Wolf Tribe Warrior
5 399 --Werewolf
5 400 --Skin Shifter
5 399 --Werewolf
5 400 --Skin Shifter
#commander 1596 --Wolf Tribe Shaman
@RANDOM comname COMMANDER
#randomequip 0
@13 xp
100
100
100
200
200
300
300
400
500
600
700
800
900
@8 bodyguards
5 123 --Wolf Tribe Archer
5 124 --Wolf Tribe Warrior
10 123 --Wolf Tribe Archer
10 124 --Wolf Tribe Warrior
5 399 --Werewolf
5 400 --Skin Shifter
5 399 --Werewolf
5 400 --Skin Shifter
#commander 124 --Wolf Tribe Warrior
@RANDOM comname COMMANDER
@8 bodyguards
5 123 --Wolf Tribe Archer
5 124 --Wolf Tribe Warrior
10 123 --Wolf Tribe Archer
10 124 --Wolf Tribe Warrior
5 399 --Werewolf
5 400 --Skin Shifter
5 399 --Werewolf
5 400 --Skin Shifter

#commander 124 --Wolf Tribe Warrior
@RANDOM comname COMMANDER
@8 bodyguards
5 123 --Wolf Tribe Archer
5 124 --Wolf Tribe Warrior
10 123 --Wolf Tribe Archer
10 124 --Wolf Tribe Warrior
5 399 --Werewolf
5 400 --Skin Shifter
5 399 --Werewolf
5 400 --Skin Shifter

@2 commander
1596 --Wolf Tribe Shaman
--no commander
@2 commander
399 --Werewolf
--no commander
@2 commander
400 --Skin Shifter
--no commander
@2 commander
1596 --Wolf Tribe Shaman
--no commander
@2 commander
399 --Werewolf
--no commander
@2 commander
400 --Skin Shifter
--no commander

@4 units
15 123 --Wolf Tribe Archer
15 124 --Wolf Tribe Warrior
20 123 --Wolf Tribe Archer
20 124 --Wolf Tribe Warrior

@4 units
15 123 --Wolf Tribe Archer
15 124 --Wolf Tribe Warrior
20 123 --Wolf Tribe Archer
20 124 --Wolf Tribe Warrior

@3 units
10 284 --Wolf
15 284 --Wolf
20 284 --Wolf

@3 units
10 400 --Skin Shifter
15 400 --Skin Shifter
--no Skin Shifter

@12 units
5 1224 --Dire Wolf (rare)
10 284 --Wolf
15 298 --Phantasmal Wolf (rare)
10 399 --Werewolf
10 400 --Skin Shifter
5 511 --Winter Wolf (rare)
--no additional squads
--no additional squads
--no additional squads
--no additional squads
--no additional squads
--no additional squads


There are "how to's" in the readme here:
http://www.dom3minions.com/~semirand...ges/ReadMe.txt

and there is an email account dedicated to receiving uploads:
semirand -AT- dom3minions.com

and a place online for others to download your creations here:
http://www.dom3minions.com/~semirand/

Ballbarian January 27th, 2007 10:53 AM

Re: Ok, here\'s one that\'s ready to go.
 
Quote:

As for "volcano", I remind that the random map generator add a volcano to provinces with the special type "firesite", so we could use "firesite" as a prerequired terrain type for such province (or maybe "firesite" + "mountain")

My SemiRandom program currently recognizes the PATTERN volcano as any province with the "firesite" flag set, or if it finds a single mountain province with no mountain neighbors.

Quote:

And I already have the number of land and sea province for each province, so I could use "lake", "peninsula", "island", "last/hidden" and mega province without problem.

SR already recognizes island, lake, peninsula, lost, valley, coast & cave patterns. Feel free to have a look if it will be any help to you.

Quote:

About caves, I remind that cave provinces have already been added to the game.

I have never seen the random map generator set cave terrain for a province. Maybe I am just really unlucky, so somebody correct me if I am wrong. That's why my SR project looks for this pattern and changes it to cave. http://forum.shrapnelgames.com/images/smilies/happy.gif

HoneyBadger January 27th, 2007 02:37 PM

Re: Ok, here\'s one that\'s ready to go.
 
Ok, I've gone back and edited the provinces, so that they're a little more reasonable-or atleast, function a little bit better.

I'm still learning, and getting some of the meaner provinces "out of my system" as it were.

I'd like to suggest a rule for province design though, if I may?

If an artifact or unique unit/summons is present in the province then 1: there will be only 1 artifact and/or unique summons in that province, and 2: the province will be built thematically around that unique artifact/summons.

I think this is a good idea, because it imposes a limitation which will keep all the "eggs" from being in one "basket" and should improve province design (since if you add something unique, you have to build the province around that uniqueness, rather than adding a bunch of stuff purely for purposes best defined as "Monty Haul").

HoneyBadger January 27th, 2007 03:02 PM

Gan files readme
 
Ballbarian, I really appreciate all your efforts, so thank you.

I promise I'll make a bunch of low-powered provinces eventually.

As per your Gan files readme (above) it's really difficult for me to read.

And this is coming from the master of writing really difficult things to read.

I'd be happy to edit it for you (I really can edit semi-grammatically when I put my mind to it) and send it to you in an email.

In the meantime, I've got the day off (and I earned it too, dammit) so I'm going to add as many provinces as I can come up with.

I'm willing to continue tweaking what (above provinces) I already have done too, if you don't think it would become too confusing and/or irritating.

HoneyBadger January 27th, 2007 03:20 PM

A tough bit of pork
 
Name: Ferran Forest
Province type: forest
Poptype: hoburgs EA
Commander: Crystal Sorceress x 7
Bodyguards: 5 hog knights
Unit type: 93 Iron Pigs

Iron Woods
Forest of Truffles

Ballbarian January 27th, 2007 03:22 PM

Re: Gan files readme
 
Quote:

If an artifact or unique unit/summons is present in the province then 1: there will be only 1 artifact and/or unique summons in that province, and 2: the province will be built thematically around that unique artifact/summons.

I really like that as a rule of thumb.

Quote:

I'd be happy to edit it for you (I really can edit semi-grammatically when I put my mind to it) and send it to you in an email.

That would be appreciated. http://forum.shrapnelgames.com/images/smilies/happy.gif
I would especially like to have had an html version with topic links within the document, but I have so many irons in the fire that I dare not add any more items to the list, or none of them will get finished.

(Sorry for going off-topic!)

Gandalf Parker January 27th, 2007 03:28 PM

Re: Gan files readme
 
The GAN files started out simple. Just a short text file of the map commands that should go into the .map. The only thing it did originally was find a location, and paste that file in on that number.

Im afraid that I made it go nuts. The random name files. And using the @ sign for a random. So instead of having the province always show up as "#landname Dragons Den" I could set a random of 3 names for "Dragons Den" "Draco Lair" "Here There Be" by saying
@3 landname
"Dragons Den"
"Draco Lair"
"Here There Be"

Once that worked it was obvious that any command could be done the same. You can create a small variety in the number of units, the type, the equipment, etc instead of creating a dozen copies of the file.
Surprise! http://forum.shrapnelgames.com/images/smilies/happy.gif

You can even have a special prize show up only once in 5 times by something like
@5 additem
"Enchanted Shield"
"Enchanted Shield"
"Enchanted Shield"
"Enchanted Shield"
"Sun Shield"

HoneyBadger January 27th, 2007 03:31 PM

Gnome sweet gnome
 
Name: Hills of the Watchers
Province type: hills
Commander: Firbolg armed with longbow of accuracy, black steel plate, black steel helm, boots of long stridesx12.
Bodyguards: 4 crushers
Unit type: 165 earth gnomes

Gem deposits

Edi January 27th, 2007 03:38 PM

Re: Gan files readme
 
I guess some people are again going to tear their hair out now that I chime in, but for monsters 399 & 400, these are really the same one. 399 is the werewolf form of the skinshifter (400), so the first time those babies go to battle, the surviving ones will come out if it as skinshifters.

Edi

HoneyBadger January 27th, 2007 03:57 PM

Another firbolg one
 
Name: Ancient Downs
Province type: forest
Commander: Firbolg with sword of sharpness, lightning bow, fire plate, horned helmet, boots of long strides x1
Commander: Firbolg with hammer of the mountains, black steel armour, black steel helm, boots of long strides, amulet of reinvigoration, ring of the warrior x1
Commander: Firbolg with gate-cleaver, jade armour, dragon helmet, boots of long strides, amulet of reinvigoration, bear claw talisman x1
Commander: Firbolg with Faithful, weightless tower shield, weightless scale mail, lightning bow, boots of long strides, amulet of magic-resistance x1
Commander: Firbolg with flambeau, hydra-skin armour, horror helmet, boots of long strides x1
Commander: Firbolg with sword of sharpness, black steel plate, black steel tower shield, boots of long strides, ring of fire, ring of frost x6
Commander: Firbolg with longbow of accuracy, black steel plate, black steel helm x16
Commander: Firbolg x25
Bodyguard: Watcher x5


The Cedar Forest
Firbolg fortress

Ballbarian January 27th, 2007 04:11 PM

Re: Another firbolg one
 
Quote:

I guess some people are again going to tear their hair out now that I chime in, but for monsters 399 & 400, these are really the same one. 399 is the werewolf form of the skinshifter (400), so the first time those babies go to battle, the surviving ones will come out if it as skinshifters.

Oops. Should have used 633 instead of 399.
Thanks again Edi!

HoneyBadger January 27th, 2007 04:40 PM

An easy one
 
Province name: Enkidu Wastes
Province type: desert
Commander type: demi-lich with rod of the phoenix, rune smasher, amulet of magic resistance, amulet of reinvigoration
Bodyguard type: 4 giant mummies

The Desert of Ptah

HoneyBadger January 27th, 2007 04:47 PM

Attack of the Blood-Farmers!
 
Province Name: Sangobar
Province type: grassland/plains
Commander type: Vampire Queen (blood 1, death1, astral1, water1) armed with 2 blood-thorns, ring of the warrior
Bodyguard type: 5 vampire counts
Unit type: 16 vampires
Unit type: 264 thralls

Farm of Plenty
Farm of Plenty
Farm of Plenty

HoneyBadger January 27th, 2007 04:52 PM

3 in 1
 
Province Name: Desert of Shunn, The Wastes of Amok, Set
Province type: desert
Commander type: demi-lich with amulet of magic resistance, rune smasher
Bodyguard type: giant mummy x4

Crypt in the sand.

HoneyBadger January 27th, 2007 04:57 PM

Re: 3 in 1 the sequil
 
Province name: Redgrain, Marrowvale, Sangria
Province type: grasslands, plains
Commander type: vampire count
Unit type: 12 vampires
Unit type: 95 thralls

Farm of Plenty

HoneyBadger January 27th, 2007 05:07 PM

What happens when you don\'t mow the lawn
 
Province name: The Scurve
Province type: forest/jungle/swamp
Commander: carrion lord with skull talisman
Bodyguard: 5 darkvines
Units: carrion beast x 16
Units: carrion beast x 12
Units: carrion beast x 8
Units: carrion beast x 14
Units: carrion beast x 22
Units: carrion centaur x15

Overgrown Graveyard

(note: there are 5 types of carrion beasts, please feel free to use your own judgement as to which particular beast the numbers apply to)

Agrajag January 27th, 2007 05:16 PM

Re: What happens when you don\'t mow the lawn
 
Land Name: Fields of Vanishing
Terrain: Farmlands
Population: 0
Absolutely no units or commanders guarding it.


I really like the idea of this province - due to some mysterious magical event in the past - everyone in the province just vanished instantly.
Is it possible to make it so you also can't recruit anything from it?

Gandalf Parker January 27th, 2007 05:30 PM

Re: What happens when you don\'t mow the lawn
 
I dont think you can make it non-recruitable. But I think you can set the unrest to some monstrously high number which would serve the same purpose.

Etaoin Shrdlu January 28th, 2007 01:37 AM

Re: What happens when you don\'t mow the lawn
 
On the other hand, with nobody there, there'd be no resources... or at least no resource collection... right?

Taqwus January 28th, 2007 02:48 AM

Re: What happens when you don\'t mow the lawn
 
The combination of the Rainbow Shroud, the Doom Cloud, Chillsick Swamp and the Vale of Infinite Horror would explain 0 pop... :p

Edi January 28th, 2007 04:59 AM

Re: What happens when you don\'t mow the lawn
 
Quote:

Agrajag said:
Land Name: Fields of Vanishing
Terrain: Farmlands
Population: 0
Absolutely no units or commanders guarding it.


I really like the idea of this province - due to some mysterious magical event in the past - everyone in the province just vanished instantly.
Is it possible to make it so you also can't recruit anything from it?

Yes, it is. Assign poptype number greater than 87 and you will not be able to recruit absolutely anything out of there. This is another one of those bits that I found out when testing poptypes for the DB.

Edi

Gandalf Parker January 28th, 2007 12:33 PM

Re: What happens when you don\'t mow the lawn
 
Wow thats a cool tidbit. That means that I can create a game-maker program that removes all recruitments from a map and then places scattered ones back. So something like 1 out of 50 provinces allows any recruiting at all. A very diffrent game to have to cope with.

And someone might create an MP map that evens out the luck of recruiting. Make them all the same, or remove it from the game completely.

NTJedi January 28th, 2007 11:20 PM

Re: What happens when you don\'t mow the lawn
 
Quote:

Edi said:
Yes, it is. Assign poptype number greater than 87 and you will not be able to recruit absolutely anything out of there. This is another one of those bits that I found out when testing poptypes for the DB.

Edi

I was wondering if this was possible and was going to recommend it as a map feature request, but since it's already possible it saves making the post.
This does open some new map combinations and can help prevent the computer opponents from buying the stupid populations.

DrPraetorious January 29th, 2007 02:16 AM

Re: What happens when you don\'t mow the lawn
 
1 Attachment(s)
I've attached a bunch of treasure provinces in a .txt file. I've written up a bunch more but they've, gah, got bugs in them. These ones, I've fixed.

The six cities are variations on a theme - big army, big population, communion slaves, guarding victory points.

The minor provinces are better defended than standard indies and are guaranteed to have useful, but not outstanding, sites in them, and/or poptypes that make good units.

Ballbarian January 29th, 2007 04:35 AM

Re: What happens when you don\'t mow the lawn
 
Thanks DrPraetorious! http://forum.shrapnelgames.com/images/smilies/happy.gif

Would you mind adding notes on terrain and/or climate preference for each province? That would make it much easier for us to add them to the sets. Of course some are obvious, but every bit helps.

DrPraetorious January 29th, 2007 05:04 AM

Re: What happens when you don\'t mow the lawn
 
Oh, sure.

-- Burning city!
#landname 99 "The Smouldering Ruins of Agash-Va!"
(waste)

-- Jewel of the desert.
#landname 215 "Saelin, Jewel of the Desert"
(waste)

-- City of tears.
#landname 233 "Rohas, City of Tears"
(coastal)

-- The amber city.
#landname 17 "The Amber City"
(sea)

-- City of Great Learning.
#landname 291 "Pushtun, City of Wisdom"
(plains or farmland)

-- Dread City of Darkness.
#landname 103 "Kar-Vadhagh, The Black City"
(plains or farmland)


The remainder have no terrain preferences yet because I haven't set them, but they should probably be -

-- Vale of the Aesir.
(any land)

-- TROLLS! (pack 2)
(mountain)

-- GOBLINS! (pack 1)
(any land)

-- Valley of the Enchantresses.
#landname 208 "Vale of the Enchantresses"
(forest)

mivayan January 29th, 2007 01:15 PM

Re: What happens when you don\'t mow the lawn
 
Quote:

Gandalf Parker said:
Wow thats a cool tidbit. That means that I can create a game-maker program that removes all recruitments from a map and then places scattered ones back. So something like 1 out of 50 provinces allows any recruiting at all. A very diffrent game to have to cope with.

But any castle would still give access to all national units?

NTJedi January 29th, 2007 05:50 PM

Re: What happens when you don\'t mow the lawn
 
Quote:

mivayan said:
Quote:

Gandalf Parker said:
Wow thats a cool tidbit. That means that I can create a game-maker program that removes all recruitments from a map and then places scattered ones back. So something like 1 out of 50 provinces allows any recruiting at all. A very diffrent game to have to cope with.

But any castle would still give access to all national units?

Correct

Gandalf Parker January 29th, 2007 06:07 PM

Re: What happens when you don\'t mow the lawn
 
Quote:

NTJedi said:
Quote:

Edi said:
Yes, it is. Assign poptype number greater than 87 and you will not be able to recruit absolutely anything out of there. This is another one of those bits that I found out when testing poptypes for the DB.

Edi

I was wondering if this was possible and was going to recommend it as a map feature request, but since it's already possible it saves making the post.
This does open some new map combinations and can help prevent the computer opponents from buying the stupid populations.

Unless of course Johan sees it and decides to fix it as he has some of my other game-making finds. You know what they say "One mans bug is another mans feature"

DrPraetorious January 29th, 2007 08:48 PM

Re: What happens when you don\'t mow the lawn
 
I assume that the "extra" poptype numbers are there for modding - one hopes that you'll be able to leave a poptype empty - or empty an existing poptype - if desired.


All times are GMT -4. The time now is 04:30 AM.

Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.