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Re: updated - took out \"lists\"
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updated city of the dead - took out lists
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Re: updated - took out \"lists\"
1 Attachment(s)
updated secluded temple - took out "lists"
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4 quick ones
1 Attachment(s)
4 more quick provinces
Arachnid forests - low level rewards, spiders, black spider leader w/random items Troll Caverns - low rewards, trolls, troll king leader w/random items Unfortunate Crossroads - SC encounter, heavily equipped Grey lord with a few phantasmal knights for company Mountain of Gods - Heavy SC encounter, 8-10 Norse Gods and Goddesses armed to the teeth and brimming with power, good site rewards |
Re: 4 quick ones
Great jutetrea! http://forum.shrapnelgames.com/images/smilies/happy.gif
I made some minor changes to some of the file names for placement. I noticed that you are using "Common" on most of your provinces. Common = Multi (_M_) which would allow the province to be placed multiple times on the same map. When a province has a single name, I much prefer to use "Unique" (_U_) which means that it can only appear once on a map. Also, keep in mind that when using "Add" (_A_), the commanders and units are added to the defenders that Dom3 places. This can result in some really strange mixes. Anytime I change the population type, I try to use "Replace" (_R_) and add appropriate defenders to match the pop type selected. I really wish we could set pop type before Dom3 assigns defenders. Thanks again! I am now nearly finished getting the next round of updates in place. I suspect that I will be able to release the new versions before I call it a night. |
Re: 4 quick ones
Can we get better valley recognition? At the moment its two ways out? Can we check for those two not connecting to each other? And then maybe add "box canyon" for the others?
Do we have one way out? Are we making those caves? |
Re: 4 quick ones
Can we get better valley recognition? At the moment its two ways out? Can we check for those two not connecting to each other? And then maybe add "box canyon" for the others?
Do we have one way out? Are we making those caves? We should have a GAN file for "lost" that uses the new random site lists to make sure that a lost is filled with sites. Not caring what sites they are, just that they should be full. |
Re: 4 quick ones
Ah, never thought about the replace/add feature. R is what I would want at all times then, thought that would be the default. on the Unique/common standpoint the low level stuff should be repeatable, but maybe only a few. For instance, I don't see why there can't be 4 or 5 spider provinces in a 400 province map. On the other hand, there should only be one city of the dead with a big named dracolich, so unique. Is there a way to moderate how many of the commons are placed within their province type constraints? For instance, even if hitting 100% randomized I wouldn't want every forest to be a spider forest. |
Re: 4 quick ones
Wow, lots of gans! This next release is going to be great!
Oh, I didn't know about the add/replace either, though in my province it might actually make it better to have extra troops...unless they're amazons, which would be...weird. Hey, the command that takes away the randomly assigned sites to make room for your custom ones...is that included in the editor, or do I have to add that line (and what is it?) manually? Thanks!! |
Re: 4 quick ones
When you're choosing sites from the drop down you'll see
"known" above the dropdown and to the left and "killfeatures" above the dropdown to the right or add #killfeatures manually on the line above your sites edit: and yeah, when all the questions are answered simple sites are real easy and quick. Very very nice tool. Now to just figure out how to have a 200 province map and get about 50-60 of these sites in. |
Re: 4 quick ones
quickie list of map commands such as are used in the programs:
http://www.dom3minions.com/docs/map_qref.txt 3.1 #dom2title <text> The title of the map. 3.2 #imagefile <filename> The image file of the map 4.1 #scenario This command tags the map as a scenario 4.2 #description "<text>" The description of the map 4.3 #neighbour <province nbr> <provincenbr> Makes it possible to move 4.4 #nostart <province nbr> Tags a province as unstartable. 4.5 #terrain <province nbr> <terraintype> Sets the terrain of a province. *** #defaultmapzoom <nbr> default view usually 1.00-5.00 5.1 #maptextcol <red> <green> <blue><alpha> 5.2 #allowedplayer <nation nbr> Makes this nation one of the allowed 5.3 #landplayers <> no affect in Dom3 5.4 #seaplayers <> no affect in Dom3 5.5 #features <0-100> Sets the magic site frequency. 5.6 #start <province nbr> By creating at least one start location for each 5.7 #specstart <nation nbr> <provincenbr> specific nation to a specific start 5.8 #nohomelandnames home lands no longer named for nations 5.9 #computerplayer <nation nbr> <difficulty> 5.10 #cannotwin <nation nbr> This nation will not granted the win 5.11 #victorycondition <condition nbr><attribute> 5.12 #victorypoints <province nbr> <1-7> number of VP this province is worth 5.13 #god <nation nbr> "<commandertype>" pre-select the god of this nation 5.14 #scale_chaos <nation nbr> <(-3)-3> Forces the dominion scale 5.15 #dominionstr <nation nbr> <1-10> dominion strength of a nation 5.16 #landname <province nbr>"<name>" sets name of a specific province. 5.17 #nonamefilter disable Map filter that displays province names 5.18 #allies <player> <player> specific AI will not attack AI 5.19 #startspell <player> "spell name" nation with spell preresearched. 6.1 #land <province nbr> kill off province and allow settings 6.2 #setland <province nbr> do not kill province but do allow settings 6.3 #commander "<commander type>" place commander and allow settings 6.4 #comname "<name>" overwrites the active commander's random name 6.5 #bodyguards <nbr of guards>"<type>" Gives bodyguards to commander. 6.6 #units <nbr of units> "<type>" squad of soldiers to commander. 6.7 #clearmagic Removes all magic skills from the active commander. 6.8 #xp <0-900> Gives experience points to the active commander. 6.9 #mag_astral <level> Gives magic ability to the active commander. 6.10 #randomequip <0-4> Gives random magic items to commander. 6.11 #additem "<item name>" give specific item to commander 6.12 #killfeatures Removes all magic sites from the active commander. 6.13 #feature "<site name>" Puts a magic site in the active province. 6.14 #knownfeature "<site name>" a found magic site in province. 6.15 #fort "<fort type>" Puts a fort in the active province. 6.16 #temple Puts a temple in the active province. 6.17 #lab Puts a laboratory in the active province. 6.18 #owner <nation nbr> Changes the ownership of the active province. 6.19 #unrest <0-500> Sets the unrest level of the active province. 6.20 #population <0-50000> population number of the active province. 6.21 #poptype <poptype nbr> Sets the population type of the active nation. 6.22 #defence <0-125> Sets the province defence of the active nation. added note: use of #owner can cause units listed after that line to patrol a castle rather than defend it (making it harder to take). Using 23 can create independent patrollers. Use of a nation not matching the owner of the province can create seigers. *** at this time: The random map generator will put in a default map zoom, but not a map text color. The map editor will put in a map text color but it deletes commands it doesnt recognize such as default map zoom |
Re: Province Editor v101 - Updated
7/08/07 - Replaced v100 with v101: Now supports RanDom ver 2.03 (SemiRandom ver 1.06) and the new "_OR_" tag which will allow placement of a single province file across a wide variety of terrain types.
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Re: Province Editor v101 - Updated
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Currently there are only two options. Unique & Multiple. But even at 100% randomized, it is very unlikely that you could get every forest province of one type as long as there are other types possible, and currently there are. My approach to Multiple type provinces is to make them highly random and pretty generic so that even if they appear next to each other, they should be quite different in many respects. Quote:
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Re: Province Editor v101 - Updated
Thanks Ball! I'll get crackin' on some provinces after work tonight!
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Re: Province Editor v101 - Updated
Would there be a way to make the "counterfaction" province right next door to the real faction? That would make sense for two reasons: 1) it makes sense that the rebel faction wouldn't be across the world from the main faction and 2) it's more fun to have the faction fight it's own, as it has more of a civil war flavor, than to have some other random faction fight them. Could we do this if we knew the province numbers for the map generated?
Either way, I'm so tired of X Tribe warriors and militia and heavy cavalry that it will be nice to just have provinces with national troops, no matter which nation you're playing. |
Re: Province Editor v101 - Updated
Even better if people design them logically based on their favorite nation to play. The units, and equipment, that makes sense for Abyssia is very different than those for Caelum or Pangaea.
Sub-themes are fun to consider also. We have a Pangaea party province (pans and maenads), a centaur one with well armed archers, a harpy kamakazi one, and should come up with one for plant creatures. Some of the nations are made up of some units that were conquered by someone else. That would lend itself to both the conquered breaking away to a new province, and the conquerers maybe breaking away in a purist movement. |
Re: Province Editor v101 - Updated
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Might be a nice project for a scenario map? For that matter, you could take an existing SemiRandomized map and then manually adjust the inhabitants as you suggest around the placed start positions. Quote:
Now fire up the Province Editor before you get distracted! http://forum.shrapnelgames.com/image...es/biggrin.gif |
Pythium Rebel Faction - The (former) Empress Zoe
Ok...this took for flippin' ever. I'm sure there's tons wrong with it so Ball please look through it if you can.
This is my first time with a garrison and having multiple itemed and trooped commanders. I also attempted to have a communion going on outside the fortress. Also, I chose a Jade Sorceress to represent royalty of the Emerald Empire (they're both green, right?). If anyone could suggest a more appropriate chassis, please let me know. There aren't a lot of good female leader types, and a battle vestal chassis seemed a bit too...wholesome...for Zoe. One thing is that a few different nations have Pythium's basic nationals, and therefore there were more than one unit number...I don't know if there is a difference, but if I put in the wrong ones let me know. Enjoy! More nations to come! Filename: Stryke11-2_U_R_OR_PLN_EMT_MNT_SWP_FST_FRM_N_ --Description: --After going through great pains to have the emperor of Pythium, her husband, assasinated, the empress Zoe watched her machinations backfire as the emperor's brother seized power. She was barely able to escape the capital with a few supporters before they were all captured. She found her way to this frontier province, were she is biding her time in relative safety and plotting anew. #lab #fort 40 --Fortress #population 5000 #poptype 74 --Lt Inf, Lt Cav, Cataphracts #commander 1386 --Legatus Legionis #comname "Julius Constantious" #additem "Sceptre of Authority" #additem "Lucky Coin" #additem "Dragon Helmet" #additem "Chain Mail of Displacement" #additem "Birch Boots" #additem "Amulet of Missile Protection" #additem "Amulet of Antimagic" #bodyguards 10 7 --Emerald Guard #units 15 3 --Serpent Cataphract #units 20 1105 --Triarius #units 20 1104 --Principe #units 20 1103 --Hastatus #units 20 50 --Slinger #commander 42 --Theurg #comname "Aetius" #additem "Starshine Skullcap" #additem "Robe of Missile Protection" #additem "Boots of the Messenger" #additem "Crystal Matrix" #commander 42 --Theurg #comname "Ammianus" #additem "Starshine Skullcap" #additem "Robe of Shadows" #additem "Birch Boots" #additem "Crystal Matrix" #commander 538 --Theurg Communicant #commander 538 --Theurg Communicant #commander 538 --Theurg Communicant #commander 538 --Theurg Communicant | OUTSIDE THE CASTLE | ---------------------------------- #owner 23 -- after this, units are owned by special monsters ---------------------------------- | INSIDE THE CASTLE | #commander 352 --Jade Sorceress #comname "Zoe" #additem "Faithful" #additem "Shield of Valor" #additem "Starshine Skullcap" #additem "Robe of Shadows" #additem "Birch Boots" #additem "Amulet of Antimagic" #additem "Dancing Trident" #mag_air 4 #mag_astral 4 #bodyguards 10 7 --Emerald Guard #commander 1386 --Legatus Legionis #comname "Marcus" #additem "Sceptre of Authority" #additem "Lucky Coin" #additem "Dragon Helmet" #additem "Chain Mail of Displacement" #additem "Birch Boots" #additem "Amulet of Missile Protection" #additem "Enormous Cauldron of Broth" #bodyguards 10 7 --Emerald Guard #units 40 7 --Emerald Guard #units 25 51 --Battle Vestal #units 5 2 --Old Standard #units 40 1104 --Principe #commander 41 --Arch Theurg #comname "Lactantius" #additem "Starshine Skullcap" #additem "Robe of Shadows" #additem "Boots of the Messenger" #additem "Elixir of Life" #additem "Spell Focus" #additem "Shield of Valor" #commander 42 --Theurg #commander 42 --Theurg #commander 42 --Theurg #additem "Banner of the Northern Star" |
Re: Pythium Rebel Faction - The (former) Empress Z
I am no expert on Pythium, but it looks good to me.
It wouldn't make any difference to me which Triarius I found in your province, but I believe the set you wanted would be #688 (and then 687 & 686 for Principe & Hastatus). If it really concerns you, I recommend creating a generic game on a large map with all nations for a given era and set them all to human. Then you can view that nations recruitment. Get the unit info screen and then hit SHIFT+I to view the unit number for the one you want. I'm not sure if Crystal Matrix works with Theurg Communicants or if you have to actually be using the Slave Matrix as well? On setting population: I keep seeing folks setting population to 5000. That is positively fine, but just so you know, you can leave that field blank and Dom3 will assign population values as usual. If you want to have no population at all, then assign '0'. http://forum.shrapnelgames.com/images/smilies/wink.gif Overall, it is a very nice contribution and I look forward to taking that fortress from them in my next game. http://forum.shrapnelgames.com/image...es/biggrin.gif |
Ulm Rebel Faction - Duke Gunter Von Karstein
Hey Ball, is there a way to restrict to a certain age? Both of my latest gans wouldn't make too much sense outside of middle age.
Ok, so here's tonight's rebel faction: Stryke11-3_U_R_OR_PLN_EMT_MNT_SWP_FST_FRM_ --Description: --Duke Gunter Von Karstein, dissatisfied with the direction the Iron Kingdom of Ulm was being led, raised no small portion of the Ulmish nobility against the current power structure. Even the normally steadfast order of Guardians was split by fissures over this rebellion. The loyalist forces, however, were victorious and though the support of the rebellion by the nobility was initially strong, many distanced themselves from Gunter after a few military blunders. Now what little remains of Gunter's forces are holed up in a fortress in this province, awaiting the inevitable counterattack. #lab #fort 41 --Castle #poptype 27 --Militia, Archers, Hvy Inf #feature "Earth Blood Seepage" #commander 115 --Commander of Ulm #comname "Hans Wurz" #additem "Sceptre of Authority" #additem "Black Steel Tower Shield" #additem "Black Steel Helmet" #additem "Black Steel Full Plate" #additem "Boots of the Messenger" #additem "Amulet of Antimagic" #additem "Endless Bag of Wine" #bodyguards 5 66 --Guardian #units 20 72 --Black Plate Infantry #units 20 68 --Black Plate Infantry #units 20 74 --Black Plate Infantry #commander 115 --Commander of Ulm #comname "Karl von Brock" #additem "Sceptre of Authority" #additem "Black Steel Tower Shield" #additem "Black Steel Helmet" #additem "Black Steel Full Plate" #additem "Boots of the Messenger" #additem "Amulet of Antimagic" #additem "Endless Bag of Wine" #bodyguards 5 66 --Guardian #units 20 76 --Black Plate Infantry #units 20 78 --Black Plate Infantry #units 20 80 --Black Plate Pikeneer #commander 70 --Black Lord #comname "Baron Graff" #additem "Lightning Spear" #additem "Black Steel Kite Shield" #additem "Dragon Helmet" #additem "Black Steel Plate" #additem "Boots of the Messenger" #additem "Bracers of Protection" #additem "Girdle of Might" #bodyguards 5 69 --Black Knight #units 20 69 --Black Knight | OUTSIDE THE CASTLE | ---------------------------------- #owner 23 -- after this, units are owned by special monsters ---------------------------------- | INSIDE THE CASTLE | #commander 113 --Lord Guardian #comname "Rutger Wold" #additem "Halberd of Might" #additem "Black Steel Helmet" #additem "Chain Mail of Displacement" #additem "Birch Boots" #additem "Amulet of Antimagic" #additem "Enormous Cauldron of Broth" #bodyguards 5 66 --Guardian #units 20 66 --Guardian #units 20 66 --Guardian #commander 325 --Master Smith #additem "Earth Boots" #additem "Flame Helmet" #additem "Robe of Invulnerability" #commander 325 --Master Smith #additem "Rainbow Armor" #additem "Earth Boots" #additem "Amulet of Missile Protection" #commander 325 --Master Smith #additem "Pendant of Luck" #additem "Earth Boots" #additem "Elemental Armor" #commander 70 --Black Lord #comname "Duke Gunter Von Karstein" #additem "Bow of War" #additem "Spirit Helmet" #additem "Chain Mail of Displacement" #additem "Boots of Stone" #additem "Amulet of Antimagic" #additem "Elixir of Life" #bodyguards 5 69 --Black Knight As always, problems, corrections, hearty thanks? Let me know. Also, I am getting the feeling I may be overdoing the magic items a bit. I don't know if the conqueror will get all of them or if some will be lost. If they get all then I may need to tone it down for both of my rebellions. I just want the items to make the province harder. Maybe a 20% recovery rate would be ideal. Any ideas? |
Re: Ulm Rebel Faction - Duke Gunter Von Karstein
Currently there is no way to restrict a province to a certain age. Not saying never, just not now. http://forum.shrapnelgames.com/images/smilies/happy.gif
At first look, I didn't see any problems, so I offer hearty http://forum.shrapnelgames.com/images/smilies/heart.gifthttp://forum.shrapnelgames.com/images/smilies/heart.gifhhttp://forum.shrapnelgames.com/images/smilies/heart.gifahttp://forum.shrapnelgames.com/images/smilies/heart.gifnhttp://forum.shrapnelgames.com/images/smilies/heart.gifkhttp://forum.shrapnelgames.com/images/smilies/heart.gifshttp://forum.shrapnelgames.com/images/smilies/heart.gif instead. http://forum.shrapnelgames.com/image...es/biggrin.gif With the right units and a fair bit of effort, it is possible to retrieve quite a few items. Overall, I wouldn't worry about it too much (IMO). |
Re: Ulm Rebel Faction - Duke Gunter Von Karstein
This is an incredible tool. Thank you so much for creating this.
I have a couple of questions for you if you have the time... On the "Step 1" page there is a section listed as "size". Does checking normal, small and large screen for the map size, or the province size? Is it acceptable to check a terrain type and a site type? Or will doing that make a province never be used? I am at a loss on the usage of the climate tag, as well as using the climate settings in the map generator as well, could you give a brief overview on how they work? Finally, would it be possible to give us some examples as to what combinations will and will not work in "Step 1" of the province editor? Thanks! |
Re: Ulm Rebel Faction - Duke Gunter Von Karstein
Climate:
When generating .map files, you choose whether warm provinces are in the center and cold provinces up and down from there (warm equator, cold poles) or whether warm is down, cold is up (similar to Europe, North America, northern Asia). |
Re: Province Editor v101 - Updated
Less than 4 hours sleep and a long day at work so please forgive my short answers, and thank you for the positive feedback Foodstamp!
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<font class="small">Code:</font><hr /><pre> GAN FILENAME FLAGS: ------------------- <Climates> _HOT_ Hot Zone (southern map) _CLD_ Cold Zone (northern map) _TMP_ Temperate Zone (mid map) <Patterns> _IS_ ISLAND _LK_ LAKE _VC_ VOLCANO _PN_ PENN _VL_ VALLEY _CO_ COAST _LO_ LOST <Treatment> _R_ REPLACE - (#land) Set active prov & kill everyone in it. Used to REPLACE randomly placed units. _A_ ADD - (#setland) Set active prov. Units added to existing. _M_ MULTIPLE - More than one of a single province gan may be added to the map file. _U_ UNIQUE - Once a single instance of the province gan is "picked", it can not be picked again. <Terrain> _S/L/N_ Small/Large/Normal _PLN_ Plains _SEA_ Sea _WTR_ Some water _MNT_ Mountain _SWP_ Swamp _WST_ Waste _FST_ Forest _FRM_ Farm _MST_ Many Sites _DEP_ Deep _CAV_ Cave _FS_ Fire Site _AS_ Air Site _WS_ Water Site _ES_ Earth Site _SS_ Astral Site _DS_ Death Site _NS_ Nature Site _BS_ Blood Site _PS_ Priest Site _EMT_ Edge Mountain</pre><hr /> |
Re: Province Editor v101 - Updated
Thanks for the great responses guys. You have both pretty much answered my questions I had about this great tool.
One more quick question if I may. If I were to create a province with the "OR", Forest, Water Site, Death Site. Am I right in thinking that it will search for a forest province with either a death or water site? |
Re: Province Editor v101 - Updated
I think that would be any one of the three. I'm not sure how the site modifiers work, but I think you can do (forest and water site) OR (forest and death site)
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Re: Province Editor v101 - Updated
Ballbarian,
I've emailed your account in your .sig a group of .GAN and .GOD files. The .GOD files are all late age, so hopefully they fill a gap... |
Re: Province Editor v101 - Updated
MUCH appreciated!
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Re: Province Editor v101 - Updated
Indeed, especially if these are as good as your suggestions in the magic site thread.
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Re: Province Editor v101 - Updated
Thanks Stavis_L. I received your email and will give them a look and an upload tomorrow. (Off to bed for now! :) )
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Re: Province Editor v101 - Updated
No time for a proper upload tonight, (forgot that my daughter had a band concert), but I did take time to look the files over. They will make great additions to the library. I will definitely get them added this weekend (if not sooner).
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