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Re: On being a noob in MP
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By the way, how do you test strategies requiring spells/gems on the mini-map? Since #startspell only works for one turn you can't wait for gems to accumulate. It occurred to me just now that you could mod in a site giving lots of gems, but until now I haven't used the minimap much because of that. -Max |
Re: On being a noob in MP
There are units that tend to show up with lots of gems. I dont remember what they are but adding them in would give you someone to snag the gems off of. You could use the All_Units game to go thru the different units and see what they show up with.
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Battle simulator
For spells I just add some researchers (which I may want in the battle anyway), set research on fast, and hit host until it's at the level I need. As long as one dominion doesn't overpower the other this is pretty safe and really doesn't take that long. Random events rare helps too.
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Re: Battle simulator
It would be quicker to just mod the spells so they're at 1 gem, research level 1.
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Re: Battle simulator
I didn't think of setting spell research to 1, that's a good idea! But you might want to avoid changing the number of gems, since that will affect how the spells are cast in the battle.
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Re: Battle simulator
For what it's worth, the next version of RanDom will accomodate custom gods. I am in the middle of a test game with a set of pre made gods using builds and scales that I have seen on the forums (including Gorgzilla, a E9N4 Gorgon with 10 dominion) and it has made for a more challenging game. I created the custom god files within a set of house rules where the god for the given nation was one available to that nation and the points available were as if the god were dormant. Also, I kit the god with items that I would use on my own god, only the AI begins the game with these items (artifacts excluded). It will also be possible to include custom starting units and sites if the designer / player so chooses.
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Re: Battle simulator
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Re: Battle simulator
I was considering the comments about no-indepents on the maps. Do you end up with no army to fight to take an indept province? Of course I could blank all the provinces on a map and then assign an army to each one but the way I do it that would be pretty haphazard.
On the other hand, we could create a set for RanDom. Make province sets that said terrain:forest @ 3 elephants & slingers forest archers wolf clan Something like that. Well basically for each terrain have a few sets of the type of army you could usually expect there. Then set RanDom for 100% fill. That way there would be no poptypes to recruit but still reasonable armies to fight. |
Re: Battle simulator
My understanding is that armies are placed before poptypes are (re-) set. Therefore, the no-indie maps still have defending armies, even though you can't recruit there after you conquer it.
-Max |
Re: Battle simulator
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Only after that does it parse the map file for the province specific scripts, which is where the poptype assignments go. If #setland is used, the indie defenders stay, but the poptype gets deleted. So you still need to fight the indies, you just can't recruit them. |
Re: Battle simulator
I hope people here are willing to give the NI maps a go. They really are quite fun and they change the game more than you'd think.
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Re: Battle simulator
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Re: Battle simulator
I've not played around with RanDom, so I wouldn't know about that. I've had my hands too full to even start getting familiar with all of the nifty little things we have seen here. I'll take your word for it.
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Re: Battle simulator
RanDom is way cool. Its a take-off on my chaos maps for Dom2. I would randomly fill a map with structures like stray castles, and strange armies with equipment. I re-randomized them daily for new playing experiences. They went over well but the way I did it was too random. The armies might be made up of low units, summons, even pretenders. Sometimes water units on land and land units in water.
I suggested at the time, something called Semi-Random. Designed provinces that could be randomly placed. Such as Terrain: forest poptype: Deer Tribal commander: deer shaman units: deer tribe warriors units: deer tribe archers commander: centaur hierophant equipment: black bow units: centaur archers magic site: that one that allows recruiting centaurs That would be one file. Many such files could be placed by having the program look for proper terrains. Put mountain provinces in mountains, small town things in farmland, waste, swamp, etc etc. Since then, RanDom now also recognizes island, lake, volcano(lonely mountain), penninsula. And it allows sub-randoms so that you can have your designed province have some slight variety in it. Such as I could list Black Bow, Longbow of Accuracy, Bow of War as randoms for the centaur leader.. Just wandering thru the magic sites gives you plenty of reason to design provinces. So that you fight the mages that a site will allow recruiting, or create a dragons cave, or a lost village of the undead with sites to get undead. I think that everyone should donate a few provinces to the project. Lots of them would be great. Then processing a map thru it would give you a really fun map to play on that isnt quite as insane as my old program used to create. |
Re: RanDom
That sounds like fun.
I am not ready to make a map. But I think I can design a single province. http://forum.shrapnelgames.com/image.../firedevil.gif |
Re: RanDom
I want to eat crow when i said the worthy hero mod did not seem to affect Pangaea, when in fact it bumped a hero's blood from 3 to 4, which is quite big for Pangaea blood users. Just noticed that tonight.
Of course, Pangaea already had 4 pretty tough heroes, so I am sure it was not a point of emphasis, like some of the races that failed to get many or any heroes. Now that i have it, i leave it on. Man got a pretty nice hero i have not seen before, 4a2n 2h, recuperation. |
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