.com.unity Forums

.com.unity Forums (http://forum.shrapnelgames.com/index.php)
-   Dominions 2: The Ascension Wars (http://forum.shrapnelgames.com/forumdisplay.php?f=55)
-   -   Scenario: Orania Nasty Edition (http://forum.shrapnelgames.com/showthread.php?t=18045)

Peter Ebbesen February 27th, 2004 09:46 AM

Scenario: Orania Nasty Edition
 
As I really like the general Orania War setup, and especially the map, but despair because the AI nearly always loses to me in the magical site race, I have decided to write a new scenario based solidly on the old one but with each nation given certain initial advantages in the forms of sites or extra leaders, sometimes in line with their default theme, sometimes giving a unique boost for the hell of it. Independents have also been set to 9. In general, it seems that the AI performs better vs. humans at higher independent settings - possibly because rapid expansion as a human the first dozen turns is a bit harder.

I am now up to Version 0.6, which can be downloaded from my site.

Download Orania Nasty Edition v0.6 here

As every nation is now rather more powerful initially, the question arises whether it is well balanced. While I am happy to announce that the AI seems to utilize its new sites quite efficiently, the most likely answer on the topic of balance at this time is probably a resounding NO.

All 17 nations have had their initial conditions changed, and there is no way in hell I have enough time to comprehensively test balance - I am too busy playing the scenario for fun http://forum.shrapnelgames.com/images/icons/icon7.gif

As such, I will value all constructive criticism and change suggestions that may be made based on examining, or better yet, playing, the scenario - even "YOU DID WHAT!?!" Posts. (1)

/Peter


(1) Erhm. Just to forestall one of the obvious ones: The Ermorian Wraith Lord named "Beyond Reproach" does not throw the game. It has a weakness most uncommon to Wraith Lords - the use of astral magic.

[ February 27, 2004, 11:10: Message edited by: Peter Ebbesen ]

Wauthan February 27th, 2004 01:56 PM

Re: Scenario: Orania Nasty Edition
 
It's plenty fun. You obviously put a lot of thought into it. The AI is a lot more challenging this way.

licker February 27th, 2004 05:06 PM

Re: Scenario: Orania Nasty Edition
 
No time to check it out for myself right now (though I will eventually...), but do the changes to initial conditions also mean the player(s) also gets that initial boost? I'm assuming the answer is yes, which is fine, though a more 'handicaped' Version might appeal as well. OF course if you make the nations intentionally imbalanced you have the handicap built in, but only if you want to play specific nations. Not a problem, just an observation http://forum.shrapnelgames.com/images/icons/icon7.gif

Gandalf Parker February 27th, 2004 05:40 PM

Re: Scenario: Orania Nasty Edition
 
Is this a MOD or a MAP?

Peter Ebbesen February 27th, 2004 07:18 PM

Re: Scenario: Orania Nasty Edition
 
Quote:

Originally posted by licker:
No time to check it out for myself right now (though I will eventually...), but do the changes to initial conditions also mean the player(s) also gets that initial boost? I'm assuming the answer is yes,
<font size="2" face="sans-serif, arial, verdana">And you assume correctly. A major question is whether the initial boost is, on average, more helpful to the player than the AI or vice versa. Time will tell.

...It depends a lot on which nation you play, really, as I have taken great pains to diversify the site-advantages of the individual nations. Some nations have guaranteed great bonuses to a school of magic, others have access to automatic summoning-sites using mages, while others have nearly impregnable secondary fortresses during the early game or strategically located resources. Some have good starting leaders, some have not, &etc.
Quote:


which is fine, though a more 'handicaped' Version might appeal as well. OF course if you make the nations intentionally imbalanced you have the handicap built in, but only if you want to play specific nations. Not a problem, just an observation http://forum.shrapnelgames.com/images/icons/icon7.gif

<font size="2" face="sans-serif, arial, verdana">And a good one. However, as I intended this as a stock scenario that can be profitably played in SP as any nation, I do not intentionally handicap any nations. (Well, it could be played in MP as well, but the imbalances in initial sites might make it too uncomfortable in the "players whining about unfair advantage" Category)

Quote:

Originally posted by Gandalf Parker

Is this a MOD or a MAP?

<font size="2" face="sans-serif, arial, verdana">MAP - no rules are changed.

It is a scenario based on the Orania map with all the information contained in the map file and no new graphics.

[ February 27, 2004, 17:18: Message edited by: Peter Ebbesen ]

Peter Ebbesen February 29th, 2004 04:31 PM

Re: Scenario: Orania Nasty Edition
 
Ouch. Just tried a game as Marignon with 16 impossible AIs. Everything went well until I went for Ashen Ermor's throat around round 25. Massed friars and inquisitors backed up by crossbowmen and knights of the chalice mopped up all before me with nary a casualty...

...Until I ran into Ashen Ermor's main army. Which apart from the usual hundreds of fodder featured about 10 Dusk Elders and Spectators, all of them with plenty of death gems, who cast multiple shadow bLasts straight into my formation.

Seing 35 knights of the chalice (and 20-30 crossbowmen, but who cares about them) destroyed in the first two rounds of combat, THAT HURTs! http://forum.shrapnelgames.com/images/icons/icon7.gif

This is great fun. http://forum.shrapnelgames.com/images/icons/icon7.gif

Pocus February 29th, 2004 06:11 PM

Re: Scenario: Orania Nasty Edition
 
I like to read the script of others (a part of it, I dont want my fun too much spoiled):

#commander "Witch"
#comname "Baba"
#addtroops 10 "Hama Dryad"


u sure addtroops is a valid command?

Peter Ebbesen February 29th, 2004 11:43 PM

Re: Scenario: Orania Nasty Edition
 
Quote:

Originally posted by Pocus:

u sure addtroops is a valid command?

<font size="2" face="sans-serif, arial, verdana">No, it is not - it should be units. Good catch, fixed in next release.

[ February 29, 2004, 21:43: Message edited by: Peter Ebbesen ]

Peter Ebbesen March 7th, 2004 03:55 PM

Re: Scenario: Orania Nasty Edition
 
Version 0.7 is now up for download here

Changes from 0.6:

Increased features from 50 to 60

Abysia
* Zarkal the Warlock exchanged for a Telestic Animate to prevent the AI from moving the commander away stopping devil summoning (silly AI)

Arcoscephale
* Dupond and Dupont are now Watchers rather than members of the silver order to prevent the AI from moving the commander away stopping draconian summoning (silly AI)

Jotunheim
* Now starts with the Summon Winter Wolves spell

Man
* Baba the Witch exchanged for a Hama Dryad to prevent the AI from moving the commander away stopping Lamia summoning (silly AI)
* Man now correctly starts with 10 Hama Dryads in the Bewitched Forest (#91)

Wauthan March 7th, 2004 05:06 PM

Re: Scenario: Orania Nasty Edition
 
Your work is greatly appreciated Mr Ebbesen. I copied some of your mapfile and put it into other maps with good result. Seems you've come up with a very good concept.

Gandalf Parker March 28th, 2004 03:52 PM

Re: Scenario: Orania Nasty Edition
 
Excellent work. I will definetly try this out. A great example of using planned well thought-out changes in a .map file to affect one game in neat ways.

Check it out people. It re-uses the orania.tga image (in case you arent a paint program user) and creates a whole new game-map by just copying a .map file and making changes. Each map in the game is made up of a .tga image and a .map text file that can be edited with any word processor such as notepad.

Sammual March 28th, 2004 07:51 PM

Re: Scenario: Orania Nasty Edition
 
So far I like it.

More impressions to come.

Sammual

Stormbinder March 29th, 2004 01:53 AM

Re: Scenario: Orania Nasty Edition
 
Petter Ebisson: Good work, I'm planing to try it later. Based upon your excellent work in EU2 mod field I excpect a lot from this scenario in terms of AI challennge. http://forum.shrapnelgames.com/images/icons/icon7.gif

Btw - small suggestion that you may have considered yourself already. On Gandalf's great map site he has many editions for differnt nations of the same map - to give player more chanllenge by allying some of AIs against the nation of your choice from the begiing. Like for example if you are going to play "Abyssia" you just download map named "abyssia:" fopr larger challenge while playing SP as this nation. I wonder if the same principle could be applied to your own map - making 17 copies of them with only difference of having only 16 nations "boofed up"out of 17 on each of this map. Comparible to the work you have done already it should not be too difficult, if I understand the process correctly.

By doing it the player could enjoy all benefits of "boofed up" AIs in your map without beeing "boofed up" himslef, which if I understand ot right was potential problem for your "nasty edition" of Orania.

Of course, if you've made something like this already than just disregard this message. http://forum.shrapnelgames.com/images/icons/icon7.gif Just trying to help with my two cents. http://forum.shrapnelgames.com/images/icons/icon12.gif

Now THE ultimate masohistic challenge for hard-core Dominions2 veterans would be to win such "one nation-excluded" Version of your "nasty Orania" map like I've described above, WITH Gandalf-style modification of alliance system between AIs - meaning nasty edition of orania with all races beefed up but yours, and with all AIs set on Impossible and allied against you. http://forum.shrapnelgames.com/images/icons/shock.gif

I don't know if it would be possible tio win, but it would be definetly the ultimate challenge... http://forum.shrapnelgames.com/images/icons/icon10.gif

Peter Ebbesen March 29th, 2004 02:07 AM

Re: Scenario: Orania Nasty Edition
 
Finally, release 1.0 is available for download here. This is a major overhaul of all nations with several sites moved around (mostly to their owner's capital) and a few new sites and commanders added.


Changes from 0.8:

Abysia
* The Steel Ovens moved from The Infernal Gate to Abysia
* New Orichalum mine in Abysia
* New Plain of Perpetual Drought near The Infernal Gate

Arcoscephale
* Village of Strange Men in Arcoscephale

Atlantis
* The Winter Solstice moved to Atlantis from #242
* New Ancient Temple of the Deeps in Atlantis
* New Clam Field in #242

Caelum
* New Great Iron Mine in Caelum
* New Ice Mists in Caelum

C'tis
* AI controlled C'tis prefers Miasma theme
* New Pyramid of Life in C'tis
* New Mine of Superior Iron in C'tis

Ermor
* New Crypt Underneath in Ermor
* New Statue of Death in Ermor

Jotunheim
* The Great Mirror of Maaki moved from Triple Peaks to Jotunheim
* New Crown Woods and Great Iron Mine in #17
* New Gold Mine in #270
* New Mine of Superior Iron in Jotunheim

Man
* New Shrouded Lands in Man
* New Commander: "Asterios" the Minotaur Lord. Theseus would not approve.

Machaka
* Summon Kithaironice Lion as startspell
* The Lost One now gains NNNE magic
* Moved the Steel Ovens from #137 to Machaka
* New Mine of the Cyclops in #137
* Firbolg Fortress in Shimmering Plains changed to Forgotten Fortress

Marignon
* New Solar Lens in Marignon
* New Commander: "Renegade" the accursed tree-hugging Demonbred (his role in his new life is a bit unclear)

Michtlan
* Summon Lesser Horror as startspell
* New Commander: "Gate of Tears" the Monolith
* New Mercury Pond in Pyriphlegiton

Pangaea
* New Sacred Glen in Pangaea
* New Vale of Unicorns in Pangaea

Pythium
* New Steel Swamps in Pythia
* New Silver Forest in Pythia

R'lyeh
* New Last Void and Coral Reef in R'lyeh

T'ien C'hi
* New Chasm of Black Roses in T'ien C'hi
* New Rainbow Shroud in T'ien C'hi

Ulm
* New Ancient Forge in Ulm
* New Vaults Beneath in Ulm

Vanheim
* New Well of All the Waters in Vanheim
* Fortress and Temple in #221
* New Commander: "Exile" the Harab Elder

Torvak March 29th, 2004 02:32 AM

Re: Scenario: Orania Nasty Edition
 
Well now that you're done with this make a scenario for the world please http://forum.shrapnelgames.com/images/icons/icon7.gif

Gandalf Parker March 29th, 2004 04:39 AM

Re: Scenario: Orania Nasty Edition
 
Quote:

Originally posted by Stormbinder:
Now THE ultimate masohistic challenge for hard-core Dominions2 veterans would be to win such "one nation-excluded" Version of your "nasty Orania" map like I've described above, WITH Gandalf-style modification of alliance system between AIs - meaning nasty edition of orania with all races beefed up but yours, and with all AIs set on Impossible and allied against you. http://forum.shrapnelgames.com/images/icons/shock.gif
<font size="2" face="sans-serif, arial, verdana">Actually, the ally command has no affect if the nation is a human player, and of course no effect if the nation isnt included in the game. An ally command of 1 to 2, automatically allies 2 to 1 also. So he could add the commands such as
#allies 1 2
#allies 1 3
#allies 1 4
for all the combinations of the 17 nations. It would only kick in for AIs added to the game. And it would keep the AI's from attacking each other to concentrate on you. What would such a scenario be called? Orania Insane? Orania Armageddon? Might be fun for a multiplayer game where 3 or 4 human players would DEFINITELY be smart to form their own alliance against the AI's.

Of course you could also use notepad to add those commands to the .map you downloaded from him if you wanted to test this idea.

[ March 29, 2004, 02:42: Message edited by: Gandalf Parker ]

Peter Ebbesen March 29th, 2004 08:18 AM

Re: Scenario: Orania Nasty Edition
 
Gandalf, an all allied impossible AI Version of the nasty edition would be called "Orania - Oh, ****, why am I being hit by 10-20 rituals per round, and how come all the elemental kings and queens have already been summoned"...

....Which does not really roll off the tongue, now does it?

(Unless you were playing Ermor, in which case you are Beyond Reproach)

It would almost certainly not be impossible to win alone, of course, but it might be a bit hard for some nations.

[ March 29, 2004, 08:01: Message edited by: Peter Ebbesen ]

Stormbinder March 29th, 2004 10:23 PM

Re: Scenario: Orania Nasty Edition
 
Quote:

Originally posted by Peter Ebbesen:
Gandalf, an all allied impossible AI Version of the nasty edition would be called "Orania - Oh, ****, why am I being hit by 10-20 rituals per round, and how come all the elemental kings and queens have already been summoned"...

....Which does not really roll off the tongue, now does it?

(Unless you were playing Ermor, in which case you are Beyond Reproach)

It would almost certainly not be impossible to win alone, of course, but it might be a bit hard for some nations.

<font size="2" face="sans-serif, arial, verdana">I could imagine... http://forum.shrapnelgames.com/images/icons/icon7.gif But what do you think about having sligtly different Versions of your map for each of nations, so that all your modifications would only help AIs, not human player?

Peter Ebbesen March 30th, 2004 12:11 AM

Re: Scenario: Orania Nasty Edition
 
Quote:

Originally posted by Stormbinder:
But what do you think about having sligtly different Versions of your map for each of nations, so that all your modifications would only help AIs, not human player?
<font size="2" face="sans-serif, arial, verdana">Too much bother to maintain strict Version control and cohesion of for a hobby project as I cannot use compiler-directives in the .map files.

Stormbinder March 30th, 2004 07:18 AM

Re: Scenario: Orania Nasty Edition
 
Quote:

Originally posted by Peter Ebbesen:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by Stormbinder:
But what do you think about having sligtly different Versions of your map for each of nations, so that all your modifications would only help AIs, not human player?

<font size="2" face="sans-serif, arial, verdana">Too much bother to maintain strict Version control and cohesion of for a hobby project as I cannot use compiler-directives in the .map files. </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Well it's your project. http://forum.shrapnelgames.com/images/icons/icon7.gif I am only asking because your idea about "nasty Orania map" looks very interesting to me.


As for Versions control - you don't really need them I think. You could just continue to use single Version of the map until you feel you are happy with it, after you finish tweaking it. Then produce these maps for differnt nations just by removing whatever sites and stuff you had put in to help the particualr nation. I may be wrong of course since I am speaking from general logic point of view without any experince with Dom2 mapmaking. If so - I appologize.


But in any case- it's your call of course.

If you are done with it - could you tell me if it did help AIs more than it did human player? If it did, I would like to try it.

Peter Ebbesen March 30th, 2004 08:04 AM

Re: Scenario: Orania Nasty Edition
 
Officially, I never finish tweaking any of my projects, Stormbinder http://forum.shrapnelgames.com/images/icons/icon10.gif

That said, I surely hope that I receive feedback from those of you who play the map, in order that I can improve it. I strive for some sort of balance in the starting positions, as I will want to play it in MP one of these days, but it is obviously impossible to test the relative strengths of the VERY different setups fully with just one player.

As such, is any nation too weak? Any nation too strong? Is there some site that one of the nations just needs to have to give it that little extra tweak, for fun or for profit? Does some sites need to be removed?


As for you, Stormbinder, I suggest you play around with it a bit [as non-Ermor] with 16 impossible AIs and then, after a game or two, you tell me whether you want a Version where the advantages are removed for the country you play. http://forum.shrapnelgames.com/images/icons/icon10.gif

Slogan March 30th, 2004 07:11 PM

Re: Scenario: Orania Nasty Edition
 
Peter
I also like the Orania map, but had similar issues with out stripping the AI gem count quickly. Your map will not completely resovle the problem but it surely is a step in the right direction. Ermor starting with an income of 23 death gems is rather daunting! Overall this will make the map much more challenging. For SP there may be some balancing issues in that a player may be able to overpower the AI, but I don't think this will be an issue in MP.

Peter Ebbesen March 30th, 2004 09:38 PM

Re: Scenario: Orania Nasty Edition
 
Quote:

Originally posted by Slogan:
Peter
I also like the Orania map, but had similar issues with out stripping the AI gem count quickly. Your map will not completely resovle the problem but it surely is a step in the right direction. Ermor starting with an income of 23 death gems is rather daunting! Overall this will make the map much more challenging. For SP there may be some balancing issues in that a player may be able to overpower the AI, but I don't think this will be an issue in MP.

<font size="2" face="sans-serif, arial, verdana">For MP, I am a bit more concerned with the special spell bonuses from sites. I have tried to balance strength in spell sites with less gems, fewer (or weaker) summoning sites, and fewer special troop recruitment possibilities but nations such as Vanheim (starting with a 50% Conjuration site) may potentially become exceedingly scary in a short time if they rely on summoning.

I cannot rule out that I may have gone too far.

Heck, even AI AE/SH Ermor can occasionally be scary against a human in this setup once they get rolling despite the ease of massing priests, as the AI likes to mass Dusk Elders and have them Shadow BLast the opposition (At 23 Death Gems initial income, it generally recruits a Spectator or Dusk Elder per round from turn 1....) - I wonder how dangerous Ermor would be in human hands in this scenario.

[ March 30, 2004, 21:08: Message edited by: Peter Ebbesen ]

Slogan March 30th, 2004 10:08 PM

Re: Scenario: Orania Nasty Edition
 
It's not possible to forecast the outcome of the buffing in this scenario. It will need to be played again and again by several people until it can be stated with confidence whether a nation has become over powered. I know that I will enjoy doing this research. Once again this looks to be a great scenario!

Stormbinder March 31st, 2004 04:03 AM

Re: Scenario: Orania Nasty Edition
 
Quote:

Originally posted by Peter Ebbesen:
Officially, I never finish tweaking any of my projects, Stormbinder http://forum.shrapnelgames.com/images/icons/icon10.gif

That said, I surely hope that I receive feedback from those of you who play the map, in order that I can improve it

<font size="2" face="sans-serif, arial, verdana">Sure, I'll definetly send you my feedback once I'll start playing it.


Quote:

As for you, Stormbinder, I suggest you play around with it a bit [as non-Ermor] with 16 impossible AIs and then, after a game or two, you tell me whether you want a Version where the advantages are removed for the country you play. http://forum.shrapnelgames.com/images/icons/icon10.gif
<font size="2" face="sans-serif, arial, verdana">Heh, that's certanly sounds promising. http://forum.shrapnelgames.com/images/icons/icon10.gif I'll give it a try. But I think I'll have to play with 14 Impossible AIs for now - I don't want to fight Ermor all over the globe after he will conquer other AI (unless you somehow managed to fix it with your map) and Jotunheim is broken. Perhaps I should exclude Miclan as well for the reason of it beign too weak when played by AIs? But than maybe you gave it such a boost with your map modifications that it is cometitive vs other AIs now?

Peter Ebbesen March 31st, 2004 08:26 AM

Re: Scenario: Orania Nasty Edition
 
Quote:

Originally posted by Stormbinder:
Heh, that's certanly sounds promising. http://forum.shrapnelgames.com/images/icons/icon10.gif I'll give it a try. But I think I'll have to play with 14 Impossible AIs for now - I don't want to fight Ermor all over the globe after he will conquer other AI (unless you somehow managed to fix it with your map) and Jotunheim is broken.

<font size="2" face="sans-serif, arial, verdana">Leave Ermor in. They usually run into some problems with Marignon, C'tis, and Pangaea. Often enough that they are not an automatic candidate for exclusion, anyway.

Jotunheim is only broken if the AI chooses the Utgard theme, the odds of that are low. If you want to absolutely make sure it does not, you can add a #compspecdom 12 "Niefelheim" command to the map file.
Quote:


Perhaps I should exclude Miclan as well for the reason of it beign too weak when played by AIs? But than maybe you gave it such a boost with your map modifications that it is cometitive vs other AIs now?

<font size="2" face="sans-serif, arial, verdana">You should most definitely NOT leave Mictlan out. That leaves their area of the board ripe for conquest by Arcoscephale, Abysia, and Vanheim and you really don't want that. http://forum.shrapnelgames.com/images/icons/icon10.gif

The scenario works best if all nations are played. If you feel that one nation is too strong, set it to a lower difficulty level rather than leaving it out. Leaving out a nation assures that its neighbours can very easily acquire another ~20+ gem income and several good sites within the first 10-15 rounds, which can have unfortunate results. http://forum.shrapnelgames.com/images/icons/icon10.gif

[ March 31, 2004, 19:30: Message edited by: Peter Ebbesen ]

Slogan March 31st, 2004 07:18 PM

Re: Scenario: Orania Nasty Edition
 
Some comments on the map: Abysia provence Zemike (195), Pythium provence Pastenna (202), Man provence Bewitched Forest (91), Machaka provence Vitpre all allow mages to be built but they have no labs. Jotenhiem provence Midwinter Woods (17) can recruit a druid but it has neither a lab nor a temple. R'lyeh provence Ardun has a void but no summoner in the provence. I don't know if these were intentional or oversights. Also, there was a comment about Mictlan being too weak, now it has three pretenders!

Peter Ebbesen March 31st, 2004 09:54 PM

Re: Scenario: Orania Nasty Edition
 
Indeed, Slogan, Mictlan should not be underestimated on this map. Their three important provinces are all rather well guarded. http://forum.shrapnelgames.com/images/icons/icon10.gif

As for your points, I have not completely scripted all starting provinces. With a few exceptions, it is possible for the three non-fortress starting provinces to have extra sites and in some cases to have one of the lesser features overwritten. Thus the starting situation is not exactly the same in each game, there is some latitude for surprise - and it is possible to get mage recruitment in provinces I have not explicitly planned for. http://forum.shrapnelgames.com/images/icons/icon7.gif

Abysia 195 is one of these, so you just got lucky with an additional feature http://forum.shrapnelgames.com/images/icons/icon7.gif

Pythium does not own 202, Atlantis does, and it has a lab.

Man's province 91 has a scripted lab! If none exists in your game, could you please give list the terrain features present so I can see if something has gone wrong? (it should start with lab, Forest of Avalon, Jungle Temple, and White Man Hill - if it does not, I wonder whether the lab has been overwritten by something else)

Machaka should start with labs in 124, 137, 152, and 166 - all the places they are scripted to recruit mages. Only 154 is not scripted to have a lab. (Oh, and please name provinces by numbers, as most of the names are not fixed but randomly chosen each game by the game)

Jotunheim 17 has neither temple nor lab. That is because I am evil. I have only handed bonus temples out to a few select religious nations and Jotunheim does not qualify. As the ice druid cannot be recruited without a temple, I didn't think they deserved a lab either. (I still wonder whether I went too far when setting up Jotunheim's province 16, "Triple Peaks". That is one nasty conflux of magical energies)

R'lyeh 64 with the bonus void summoning site could, indeed, use a default summoner for jokes and giggles. Perhaps a cursed recouperating astral idiot that any sensible player would exchange with a Star Spawn... Hmmm. The opportunities are endless. Good idea!

Sammual April 3rd, 2004 08:43 PM

Re: Scenario: Orania Nasty Edition
 
I have been playing this map non-stop I love it.

Abysia has a bit of a problem.

You give a magic item to a commander that doesn't have a spot for it. I would suggest giving it to an assassin. Also the bodyguards for that same commander kill him (They have the heat special effect and the commander is not immune to heat).

Also the site you added for the commander to enter causes the province unrest to go thru the roof. As this is one of the two recruiting sites to start with this is BAD. I would suggest changing this to another 'enter to summon' site (Factory) or move this commander and site to a different province.

Sammual

Inigo Montoya April 4th, 2004 12:20 AM

Re: Scenario: Orania Nasty Edition
 
This map is a ton of fun.

1) How can I mod it so that renaming is allowed? I have grown accustomed to naming particular commanders certain names to help me remember them and their roles.

2) In MP games is renaming typically not allowed?

3) I've been tinkering with Vanheim. Why did you give them a Harab Seraph? It seems redundant with their valkyries.

4) This map has inspired me to get into modding, but I'm just flummoxed about what sort of program I'd need to open the map file for editing. What program did you use?

Thanks for your great work, Peter!

Peter Ebbesen April 4th, 2004 12:53 PM

Re: Scenario: Orania Nasty Edition
 
Sammael,

Oops, yes, "Vision of the Abyss" does not have a misc. slot - silly thing to have overlooked when I changed it from a Warlock to a Telestic Animate to prevent the AI from moving it away immediately. Fixed in next release. As for getting killed by its bodyguards, however, these things happen http://forum.shrapnelgames.com/images/icons/icon10.gif (Why were enemies allowed to assault the Infernal Gate in the first place??? - still, something to look at)

At 0 order, a tax level of 50-60% is enough to keep the Infernal Gate free of unrest. If you want to make a deal with the devil you have got to live with the results. http://forum.shrapnelgames.com/images/icons/icon7.gif As the free devil-summoning is thematic, I am not changing this. Abysia gets the best free creature summoning site and must live with its few disadvantages.


Inigo Montoya,

1) You cannot. It is currently not possible to set a scenario to allow renaming. This sucks. I hope it is changed in future releases.

2) Pass

3) Overkill, I guess, and a guaranteed source of death magic

4) ANY text editor will do for editing text files. You can even use windows notepad if you are into S/M, though I advocate using a real text editor. On a windows platform, I would suggest using the Programmer's File Editor for three reasons, 1) it is free, 2) it loads incredibly fast, and 3) it is good.

Inigo Montoya April 5th, 2004 01:28 AM

Re: Scenario: Orania Nasty Edition
 
Quote:

Originally posted by Peter Ebbesen:
Inigo Montoya,

1) You cannot. It is currently not possible to set a scenario to allow renaming. This sucks. I hope it is changed in future releases.

2) Pass

3) Overkill, I guess, and a guaranteed source of death magic

4) ANY text editor will do for editing text files. You can even use windows notepad if you are into S/M, though I advocate using a real text editor. On a windows platform, I would suggest using the Programmer's File Editor for three reasons, 1) it is free, 2) it loads incredibly fast, and 3) it is good.

<font size="2" face="sans-serif, arial, verdana">Thanks so much! http://forum.shrapnelgames.com/images/icons/icon7.gif

Stormbinder April 8th, 2004 06:13 AM

Re: Scenario: Orania Nasty Edition
 
Quote:

Originally posted by Inigo Montoya:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by Peter Ebbesen:
Inigo Montoya,

1) You cannot. It is currently not possible to set a scenario to allow renaming. This sucks. I hope it is changed in future releases.

2) Pass

3) Overkill, I guess, and a guaranteed source of death magic

4) ANY text editor will do for editing text files. You can even use windows notepad if you are into S/M, though I advocate using a real text editor. On a windows platform, I would suggest using the Programmer's File Editor for three reasons, 1) it is free, 2) it loads incredibly fast, and 3) it is good.

<font size="2" face="sans-serif, arial, verdana">Thanks so much! http://forum.shrapnelgames.com/images/icons/icon7.gif </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Peter, I wonder if you are planing to make any changes in your Nasty Orania mod related to the recent tweaks and changes in the new 2.11 patch? No suggestions, just curious.

[ April 08, 2004, 05:16: Message edited by: Stormbinder ]

Gandalf Parker April 9th, 2004 08:01 PM

Re: Scenario: Orania Nasty Edition
 
Im having a great time with this map. Its what I always referred to as the kindof play offered in my random maps, but better done manually and logically (which I dont have the patience to do)

I think I will even link to it off my site as an example of that in the hopes that others might do some also.

--
www.dom2minions.com

[ April 09, 2004, 19:08: Message edited by: Gandalf Parker ]

Peter Ebbesen April 9th, 2004 09:38 PM

Re: Scenario: Orania Nasty Edition
 
Quote:

Originally posted by Stormbinder:
Peter, I wonder if you are planing to make any changes in your Nasty Orania mod related to the recent tweaks and changes in the new 2.11 patch? No suggestions, just curious.
<font size="2" face="sans-serif, arial, verdana">I am not currently planning to do anything 2.11 specific as I have not had enough playing time to see if anything desperately needs fixing. From the release notes, I suspect not.

One great benefit with 2.11 is that you now get a reduced scenario setup window for those settings not defined in a scenario, which means that renaming, hall of fame size, &etc is now alterable. (You still do not get to alter the independents strength, fortunately. It is designed to be played on strength 9 and that is what it will be - unless you edit the file).

I am likely to release 1.1 some time soon ("When it is done" http://forum.shrapnelgames.com/images/icons/icon10.gif ) featuring several minor tweaks.


Quote:

Originally posted Gandalf Parker:

Im having a great time with this map. Its what I always referred to as the kindof play offered in my random maps, but better done manually and logically (which I dont have the patience to do)

I think I will even link to it off my site as an example of that in the hopes that others might do some also.

<font size="2" face="sans-serif, arial, verdana">My pleasure to aid your enjoyment. As always, feel free to provide constructive criticism and suggestions for enhancements, and to link to it to your heart's content.

Gandalf Parker April 10th, 2004 02:08 PM

Re: Scenario: Orania Nasty Edition
 
Quote:

Originally posted by Peter Ebbesen:
My pleasure to aid your enjoyment. As always, feel free to provide constructive criticism and suggestions for enhancements, and to link to it to your heart's content.
<font size="2" face="sans-serif, arial, verdana">OK actually I linked to it twice. Once on the links page referring to it as something like I do (but done better). And again in a thoughts page about how Icould collaborate with someone combining my wildly random programmed method with well-thought out named provinces. The conversation is HERE if your interested.

--
www.dom2minions.com where random is king

odd_enuf April 13th, 2004 01:58 AM

Re: Scenario: Orania Nasty Edition
 
i ran into a couple problems with pangea on this map. With Carrion Woods one of the magic sites in the capital damages undead, while with new era i couldn't produce any minotaurs at treelord's rest despite have prod +3 scales.

odd_enuf

Peter Ebbesen April 13th, 2004 12:13 PM

Re: Scenario: Orania Nasty Edition
 
Quote:

Originally posted by odd_enuf:
i ran into a couple problems with pangea on this map. With Carrion Woods one of the magic sites in the capital damages undead, while with new era i couldn't produce any minotaurs at treelord's rest despite have prod +3 scales.

odd_enuf

<font size="2" face="sans-serif, arial, verdana">The first one is intentional - it is a most holy site indeed. If Pangaea has truly become so perverted that it abandons Gaia, it is wisest to base your activities out of Treelord's rest. http://forum.shrapnelgames.com/images/icons/icon10.gif

The second one - what exactly do you mean? Too few resources? Treelord's rest has 5 neighbouring provinces, of which you control only 2 to start. When you have conquered the rest, you should suck enough resources to allow you to build a minotaur per turn, even with the crappy Arkaic Fortress the Treelord owns (unless Ermor has already drained the provinces)

I guess I could add some bonus resources to Treelord's rest, but I always pictured that province as more of a magical masterpiece than a marshalling field for troops, really, what with its insane +8 nature gems, 50% enchantment, 20% thaumaturgy, and resident Treelord.

magnate August 12th, 2005 01:08 PM

Re: Scenario: Orania Nasty Edition
 
Quote:

Peter Ebbesen said:
I am likely to release 1.1 some time soon ("When it is done") featuring several minor tweaks.

Without wishing to be rude, did 1.1 ever get released? All the links I can find are to v1.0 ...

CC


All times are GMT -4. The time now is 02:40 PM.

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