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-   -   Map: Faerun 466 - Adventure Map! (UPDATED!) (http://forum.shrapnelgames.com/showthread.php?t=40776)

Trumanator December 5th, 2008 06:15 PM

Re: Faerun 466 - Adventure Map! (UPDATED!)
 
A smaller version seems like it would kind of take away from the epicness of the map. What about having sections? So you could play out some of the story arcs in the locales they occur.

Edi December 5th, 2008 07:07 PM

Re: Faerun 466 - Adventure Map! (UPDATED!)
 
That's a possibility I've been considering, but a smaller version of the whole map would be doable. Not halving the province count, but a substantial reduction would be achievable.

jimkehn December 7th, 2008 07:32 AM

Re: Faerun 466 - Adventure Map! (UPDATED!)
 
This is a gorgeous map and I am playing several games on it. My only wish is that the font (when you press 9) for the province names would be black instead of white. I can hardly read some of those names.

Edi December 7th, 2008 08:03 AM

Re: Faerun 466 - Adventure Map! (UPDATED!)
 
Thanks for the feedback. I had never considered the font color, since I never use the province names filter myself. I'll add that to the next update (whenever that happens). You can add the command to change it to the start of the map file right after the required commands. See the mapmaking manual.

jimkehn December 7th, 2008 03:22 PM

Re: Faerun 466 - Adventure Map! (UPDATED!)
 
OK...VFB showed me how to do that, unfortunately, I just started an MP game with the map, and it doesn't change games that have started. I started an SP game after changing the font color, and it looks really good. It is now my favorite map!!!

Edi April 10th, 2009 05:34 AM

Re: Faerun 466 - Adventure Map! (UPDATED!)
 
The entire map has been reuploaded, so that the zip now contains the graphic and fixed map files. Thanks to vfb's report, forests that until now had been accidentally clearcut have been replanted and are in fact real forests again (Heartwood, Northern High Forest and Eastern Rawlinswood).

Edi May 1st, 2009 12:23 PM

Re: Faerun 466 - Adventure Map! (UPDATED!)
 
New map files have been uploaded. The change is nothing earth shattering, just a change of province 103 (Calimshan) to nostart, because it ruined somebody's MP game due to being such a crap start I had overlooked.

Anything more, let me know, people.

Dragar May 7th, 2009 03:20 AM

Re: Faerun 466 - Adventure Map! (UPDATED!)
 
Thanks for the change to 103! :)

In all my practise games other start locations were fine, so I'm sure it was just a one-off.

The other issue I personally had with the map was that it looked too busy - there was so much on there that it took concentration to focus on what you wanted to see. I'm not sure what can be done about that without losing the detail you have, but to me it was quite painful to play on. Maybe something as simple as shrinking province name font, colouring, etc would make a difference, I'm unsure

Aezeal May 7th, 2009 07:31 AM

Re: Faerun 466 - Adventure Map! (UPDATED!)
 
play more zoomed in?

Edi May 8th, 2009 02:40 AM

Re: Faerun 466 - Adventure Map! (UPDATED!)
 
I never play any maps with province names on. I expect Faerun would look horrid with that feature in use. I actually play somewhat zoomed out so that I can see a greater portion of the map than the default and the graphics still look good (which is why defaultmapzoom is what it is, the size is correct).

Aezeal May 8th, 2009 07:26 AM

Re: Faerun 466 - Adventure Map! (UPDATED!)
 
Yeah well I play very zoomed out cus graphs and dom 3 do not really combine anyway and I just want a good strategic/tactical view of the map. My point was just that if you see to much you should zoom in :D

WingedDog May 13th, 2009 02:23 AM

Re: Faerun 466 - Adventure Map! (UPDATED!)
 
There's something I noticed:
Province 205 borders with province 194 while it shouldn't, and doesn't border with province 204, while it should.

Lingchih May 13th, 2009 11:01 PM

Re: Faerun 466 - Adventure Map! (UPDATED!)
 
All the Faerun provs have their name already imprinted on the map (or, most of them), so there is not much of a reason to play with prov names on.

shard May 16th, 2009 07:33 PM

Re: Faerun 466 - Adventure Map! (UPDATED!)
 
Thanks Edi for updating the map! Its made me play dom again!


Are the special sites in the heavily guarded locations fixed? I conquered one in sp and it seemed pretty thematic (according to the fiction anyway)

Edi May 17th, 2009 04:13 AM

Re: Faerun 466 - Adventure Map! (UPDATED!)
 
Quote:

Originally Posted by WingedDog (Post 690642)
There's something I noticed:
Province 205 borders with province 194 while it shouldn't, and doesn't border with province 204, while it should.

Those borders are exactly as they should be. Moray to Corwell is by ship direct line, while Myrloch Vale is something where you need to hump your way over mountains and through forests and generally inaccessible. The Moonshaes are one of the locations where I know my Faerun geography very well indeed and the borders are designed specifically to reflect the in-world situation. It even has the thickened border, indicating there is no connection there.

One more thing: If and when province issues are reported, in addition to province number, put the name in there or something from the map so I know what part of the map to look in.

WingedDog May 17th, 2009 04:49 AM

Re: Faerun 466 - Adventure Map! (UPDATED!)
 
Quote:

Originally Posted by Edi (Post 691375)
Those borders are exactly as they should be. Moray to Corwell is by ship direct line, while Myrloch Vale is something where you need to hump your way over mountains and through forests and generally inaccessible. The Moonshaes are one of the locations where I know my Faerun geography very well indeed and the borders are designed specifically to reflect the in-world situation. It even has the thickened border, indicating there is no connection there.

Ok, it just wasn't that obvious for me. I only wanted to help.

Quote:

One more thing: If and when province issues are reported, in addition to province number, put the name in there or something from the map so I know what part of the map to look in.
Using 'Shift+3' command you may enter the province number and the game would take you there.

Edi May 17th, 2009 05:05 AM

Re: Faerun 466 - Adventure Map! (UPDATED!)
 
Yup, found that out when I got bored looking around the map and guessing. Not blaming you for anything, but it's working as it should. Some of the things are a little bit counter-intuitive, such as the border between Trollmoors and northern High Forest. It's also intended, because it's essentially just a dash across the road without engaging province defenses on the way.

I learned a lot of stuff from making the Dom2 Faerun maps, one of which was how to deal with the islands. This map is basically just the latest iteration. It's just that often some stuff is left in that nees to be ironed out later.

Edi May 17th, 2009 05:05 AM

Re: Faerun 466 - Adventure Map! (UPDATED!)
 
Yup, found that out when I got bored looking around the map and guessing. Not blaming you for anything, but it's working as it should. Some of the things are a little bit counter-intuitive, such as the border between Trollmoors and northern High Forest. It's also intended, because it's essentially just a dash across the road without engaging province defenses on the way.

I learned a lot of stuff from making the Dom2 Faerun maps, one of which was how to deal with the islands. This map is basically just the latest iteration. It's just that often some stuff is left in that nees to be ironed out later.

AndonSage June 7th, 2009 02:32 AM

Re: Faerun 466 - Adventure Map! (UPDATED!)
 
Edi,

First of all, thanks very much for making this map :you: I loved playing the Faerun map in Dom 2 :)

Now the questions... playing this map in single-player, how many nations are suggested? Also, which game options are best (e.g. magic site frequency, strength of independents, etc.)?

I've also wondered what an "Adventure Map" is. I don't remember seeing this term used anywhere. It's been over a year since I've played Dom 3, though. And what's #killfeature?

Thanks :)

AndonSage June 7th, 2009 07:42 AM

Re: Faerun 466 - Adventure Map! (UPDATED!)
 
What does a crown icon in a province mean? Does that designate a province with a "special" site?

Edi June 7th, 2009 03:08 PM

Re: Faerun 466 - Adventure Map! (UPDATED!)
 
Thanks! :)

The Provinces with crowns are victory point provinces. Each victory point acts like a temple for the purposes of spreading dominion and they are used for determining the winner for a game with a victory condition based on victory points. All special provinces grant victory points but not all victory point provinces are special provinces. Play the adventure map and find out...

Adventure map is the version with all the special provinces. The other one is a no specials version, which does not have any scripted provinces, so Waterdeep, Calimport, Hellgate Keep etc are just normal provinces. The #killfeatures map command annihilates all randomly determined magic sites from the province during game creation so that all scripted sites are guaranteed to appear.

As far as recommended settings go, indie strength is according to taste, but I always play with independents 7. Slows the impossible AI down a bit, but not too much, whereas a lesser indie strength would mean you'd get overrun. Standard gold, standard resources, 150% supplies (which helps AI some with starvation).

Magic sites one or two steps less than default, or default. If you crank it up higher, the gem income is insane. One co-op game against around 20 AI nations with a friend of mine, I had roughly 100 provinces and I did not have any type of gem income less than 20 per turn and some were in the high 30s range without gem generator globals.

On this map I usually use victory by provinces or victory by victory points, with the target VP amount set to between 35 and 50 (out of 100, 50 is maximum you can set).

The number of players that fits on this map is big, so no less than 17 nations, I'd say. But no LA ermor or LA R'lyeh, because the freespawn problem will cause the game to hit the unit limit.

One of the problems is that there are so many start locations that you can end up with somebody having almost a quarter of the map to themselves while seven or eight nations end up starting in a tight cluster, which can lead to some interesting results.

AndonSage June 7th, 2009 07:13 PM

Re: Faerun 466 - Adventure Map! (UPDATED!)
 
Quote:

Originally Posted by Edi (Post 694912)
The Provinces with crowns are victory point provinces. Each victory point acts like a temple for the purposes of spreading dominion and they are used for determining the winner for a game with a victory condition based on victory points. All special provinces grant victory points but not all victory point provinces are special provinces. Play the adventure map and find out...

I am playing the adventure map :) Just started a game on it yesterday. Since I didn't change the victory conditions (just have Standard Victory), do those VP provinces still spread dominion? Also, is the number of crowns the number of VP?

Quote:

Originally Posted by Edi (Post 694912)
Adventure map is the version with all the special provinces. -snip-

Got it, thanks :)

Quote:

Originally Posted by Edi (Post 694912)
As far as recommended settings go, indie strength is according to taste, but I always play with independents 7. Slows the impossible AI down a bit, but not too much, whereas a lesser indie strength would mean you'd get overrun. Standard gold, standard resources, 150% supplies (which helps AI some with starvation).

I normally play with indie strength 7, so that works :) Although I'm using Normal AI, since it's been over a year since I last played. I need to remember how to play, hehe.

Quote:

Originally Posted by Edi (Post 694912)
On this map I usually use victory by provinces or victory by victory points, with the target VP amount set to between 35 and 50 (out of 100, 50 is maximum you can set).

My current game I just went with Standard Victory. I like long games :)

Quote:

Originally Posted by Edi (Post 694912)
The number of players that fits on this map is big, so no less than 17 nations, I'd say. But no LA ermor or LA R'lyeh, because the freespawn problem will cause the game to hit the unit limit.

I went with me + 15, so that's close :) I'm playing Early Age, Niefelheim.

Quote:

Originally Posted by Edi (Post 694912)
One of the problems is that there are so many start locations that you can end up with somebody having almost a quarter of the map to themselves while seven or eight nations end up starting in a tight cluster, which can lead to some interesting results.

Is that with too few nations? Or can that happen even with 17+ Nations?

Thanks for replying, Edi!

vfb June 24th, 2009 08:58 AM

Re: Faerun 466 - Adventure Map! (UPDATED!)
 
I've just noticed a possible missing connection on the map. Should 112,119 be connected?

Edi June 25th, 2009 03:50 PM

Re: Faerun 466 - Adventure Map! (UPDATED!)
 
Quote:

Originally Posted by vfb (Post 697705)
I've just noticed a possible missing connection on the map. Should 112,119 be connected?

They should indeed. Thank you for this. I'll update the map on the weekend.

jmccrea70 July 5th, 2009 09:38 AM

Re: Faerun 466 - Adventure Map! (UPDATED!)
 
What an awesome map you have! I just started playing Dom3 so Im really new to the game and came across this and loved it! Brings me back to the days of "High Adventure" as my friends as i would travel thru Toril. Thanks for all your hard work on it and hope that everyone appreciates your time and effort on this!

Are there any other mods you would recommend? Im still sifting thru them, and would like to know the ones you like, if you dont mind that is. Thanks again!

Edi July 5th, 2009 12:57 PM

Re: Faerun 466 - Adventure Map! (UPDATED!)
 
Thanks for the great feedback. Glad you're enjoying the map. :D

The neighbor bug reported by vfb has yet to be fixed, but I'll try to get that as soon as possible. As for mods that I'd recommend, either the CBM (Complete Balance mod) if you want more actually cost efficient choices, and if you want to face national troops from the AI, Better Independents (linked from my sig). Be warned that the Better Independents mod makes the AI plenty tougher than it is usually because recruiting crap has been disabled unless the crap is a national unit.

jmccrea70 July 5th, 2009 03:34 PM

Re: Faerun 466 - Adventure Map! (UPDATED!)
 
Have you ever thought about a complete conversion...adding races that are appopriate to the realms and possibly the classes. Though that could be a very limited selection of units...and would prolly be alot of work. Since most of us have lives outside of games(which is too bad actually) this prolly isnt possible. Still great mod and seeing that map was like being back home haha

Strange im not seeing any sigs...wonder if I have that turned off

Sombre July 5th, 2009 05:22 PM

Re: Faerun 466 - Adventure Map! (UPDATED!)
 
Quote:

Originally Posted by Edi (Post 699811)
CBM (Complete Balance mod)

Conceptual.

jmccrea70 July 5th, 2009 11:10 PM

Re: Faerun 466 - Adventure Map! (UPDATED!)
 
Also, Can I use the Better Independents mod and the Faerun map at the same time? Sorry if this is a noob question. Im guessing I would have to make a mod folder and put them into their and the game would then run them?

Fate July 5th, 2009 11:41 PM

Re: Faerun 466 - Adventure Map! (UPDATED!)
 
The Faerun Map remains in the "map" folder, where I assume you have it installed if it is working correctly.

Better Independants is a mod and goes into the "mods" folder. You can use it with Faerun (or any map). To use any mod you go to Preferences->Mod Preferences->[click on mods to enable them]. Then start a new game. Any mods enabled at the time of game creation will be incorporated into that game. If you load any previous (saved) game Dominions recognizes the mods you started it with and automatically loads those mods for you.

In general all maps are compatible. However, mods rely on a limited set of Identification numbers (for units and such), so if two mods use the same Id numbers for different stuff then weird results can happen (from getting the wrong unit/spell/armor/whatever to the game crashing). It is an easy fix though, if you just look into a little modding. I thing Gregstorm (or someone?) made a nice mod-reconciler tool that fixes such errors.

Some maps (like the Dom 3k maps and the Antilarium map) require certain mods to work properly, but beyond that all maps should work with all mods.

Finally, if you enjoy Faerun (which is a great adventure map) you might want to look into Antilarium (Here) and Gang Wars (Here).

There are probably more, but those two spring to mind.

jmccrea70 July 6th, 2009 12:58 PM

Re: Faerun 466 - Adventure Map! (UPDATED!)
 
Thanks much Fate...appreciate it!!

Ballbarian July 7th, 2009 08:34 AM

Re: Faerun 466 - Adventure Map! (UPDATED!)
 
Edi,
Is #poptype 120 (in province #455 [Western High Ice] for example) used for "no recruitables" or is it a valid poptype?

Edi July 7th, 2009 12:40 PM

Re: Faerun 466 - Adventure Map! (UPDATED!)
 
It's a poptype that eliminates recruitables. Valid poptypes end at 89, I think. Using numbers past 100 results in no recruitables at all.

PriestyMan March 3rd, 2011 05:18 PM

Re: Faerun 466 - Adventure Map! (UPDATED!)
 
119 and 112 look like they should be connected

Gandalf Parker August 1st, 2011 11:57 AM

Re: Faerun 466 - Adventure Map! (UPDATED!)
 
Im in this thread because of a request to re-randomize it with SemiRand.
Im wondering, was the new versions of provinces updated for the SemiRand copies also?

Edi August 23rd, 2011 09:16 AM

Re: Faerun 466 - Adventure Map! (UPDATED!)
 
Whoops, didn't see that post before now. I'm not sure. Go ahead and rerandomize this map if you like, Gandalf. I've not done anything related to SemiRand, so no idea about the province lists on that.

sidhos September 7th, 2011 12:23 AM

Re: Faerun 466 - Adventure Map! (UPDATED!)
 
To get the adventure map, which of these downloads from the link will I need?

10 APR 1009 and 01 MAY 2009 ? or are one of those later files a complete version?

Edi September 9th, 2011 04:26 AM

Re: Faerun 466 - Adventure Map! (UPDATED!)
 
Both. The April file has the map graphic, the May file only has the fixed map files, which are very small.

sidhos September 9th, 2011 04:42 PM

Re: Faerun 466 - Adventure Map! (UPDATED!)
 
Thanks. :)

Beautiful map. My eyes are having a little bit of a time, adjusting to the art and red (as apposed to black) borders.

I love that so many love this game so much, that they take the time to make these mods and maps. Great stuff.

ronjon October 22nd, 2011 02:11 AM

Re: Faerun 466 - Adventure Map! (UPDATED!)
 
I do not know if Edi even comes on this forum any more, but I am playing the faerun adventure map for the first time, and I am starting in Halruaa, so I have to go through the Nath to go anywhere, and every other commander that goes through gets diseased. Don't know if that is a feature of the map, but if it is it kind of stinks.

Edi October 22nd, 2011 09:19 AM

Re: Faerun 466 - Adventure Map! (UPDATED!)
 
Quote:

Originally Posted by ronjon (Post 786555)
I do not know if Edi even comes on this forum any more, but I am playing the faerun adventure map for the first time, and I am starting in Halruaa, so I have to go through the Nath to go anywhere, and every other commander that goes through gets diseased. Don't know if that is a feature of the map, but if it is it kind of stinks.

Yes, I pop in from time to time.

What you're experiencing is NOT a scripted feature of the map.

What has happened is that you have had a randomly generated site that causes disease in that province. And if nearly half your commanders are getting diseased, my bet is on the Crown of Darkness, since Nath is a mountain province. The Crown of Darkness is a level 4 death site, so you're going to need to Dark Knowledge the province in order to find it. Serious death gem income and a 40% thaumaturgy bonus, but it does have a 10% disease chance. Or Leper Fens since that too has 10% disease.

If you're really unlucky, you may have more than one disease site in the province and each site has its chance rolled independently.

Azriel December 20th, 2012 11:11 PM

Re: Faerun 466 - Adventure Map! (UPDATED!)
 
I was playing the adventure map and I realized that victory point win was not an option. I took a look at the mod file and the #victorycondition command was missing. Does anyone have any suggestions as to the victory point requirements to win this map There are a total of 100vp scattered about, so I would say the victor needs to conquer the majority of them: (51%, or 51vp) What say you?

Edi January 12th, 2013 09:39 AM

Re: Faerun 466 - Adventure Map! (UPDATED!)
 
You don't need to have the #victorycondition command in the map file to use that. Just select it during game creation.

If the command was added to the map, then it would always be enforced in all games played with that map. I suggest tossing something like 30% to 50% of the VPs as the threshold, or even 20-25%, depending. It's a huge map and you'll run into micromanagement hell with standard conditions.


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