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Magic sites questions
Ok, question for Dom2 veterans: Does anybody know the exact terrain modifiers for magic sites and how do they work?
I know that land types such as Mountains, Forest, Waste, Swamp increase chance of finding magic sites in the province, with Mountains being the largest modifier. I also know that Farmland decrease that chance, and Plains have no modifiers. So let's say that we are playing on magic 50 setings. If I understand numbers correctly that means that "Plains" province have 50% chance of having magic site in each of it's possible 4 slots, correct? Now does anybody know how much Mountains and each other "good" land types add to this 50% chance? Also what are the calculations if there are more than one terrain type present? Do they add? Multiply? (Like in case of Mountain/Forest/Farmland province for example) Finally what about sea provinces? Do they have magic site frequency same as Plains? Usually I cast 8 water gems underwater spell on each of my water provinces as soon as I can, but should I also cast all non-elemental type of search spells, looking for nature, death, astral, blood? Obviosly there are different names for the magic sites on the survace and underwater, but is overall effect still the same? Or do sea provinces tend to have more water-producing sites but less nature (or other types) producing sites? And Last question - I think it is possible for province to contain more than 4 different sites, I've seen it now and than. Does it only happen due to random event (like with random event that gives you new Mine site for example, or Earth Caves, etc.)? Or "magic level 0 sites" (the one that you detect automaticallly when you conquer the province - like Library, Arena, etc.) do not count toward "max 4 sites per province" limit. Or both? |
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-Certain magic sites only accur on certian terrians, like 'Forest of the Dead' in forests. -Amazons are also terrian dependant, though for some reason crystal amazons are extremely rare despite being tied to plains. -I have never seen a blood site underwater, though I think all other searches can uncover sites underwater. -Libraries, arenas and such cout toward the four sites. |
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[ April 03, 2004, 00:13: Message edited by: Zen ] |
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[quote]Originally posted by Zen:
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And what about let's say Mountain/Farmland province? Is it better than Plains or worse for magic searching? Quote:
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[ April 03, 2004, 02:12: Message edited by: Stormbinder ] |
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Excellent, thank you. That answers almost all my questions.
Now if I only could lure a developer here here to give us some cold hard numbers on these land types modifiers... http://forum.shrapnelgames.com/images/icons/icon7.gif <looking around> And I still want to know if multiply modifiers affect each other. If I understood your correctly you have said that you don't think so but that you are not sure. Anybody else can comment on this one? P.S. Just to clariy - you feel that because Forest lands are better for Nature, Barrens (meaning Waste?) better for for Fire and Water/Death for Swamp, those land-types should be first one to be seached for these elements, even if there are Mountains (which gives you the best _general_ modifier) available, correct? And what about sea province? Are they the same as Plains in both magic site frequency (0 modifier) and no preferable element type? (the obvious pereferable element for the sea provinces would be water of course, but I don't seem to be fiding that many water sites in the ocean in my games.) |
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Acadamy Underneath (W) Clam Field (W) Coral Reef (W) Coral Statue (W) Isle of Ice (W) Isle of the Sea Fathers (W) The Water Solstice (W) Isle of Death (D) Dying Ground of the Whales (D) Sunken Galley (D) The Wasted Sea (D) Ghoul Fish Cave (D) Coral Garden (N) Kelp Forest (N) Kelp Fortress (N) Kelp Grove (N) Sea Oak (N) Basalt Halls (S) The Crater (S) Tower of Pearls (S) Basalt Pillar (E) Moving Sand Banks (E) Underwater Cliff (E) Gorge of Glowing Fish (F) Fire Rift (F) Underwater Cave (A) Pocket of Air (A) Ancient Temple of the Deeps (H) This may be innaccurate as far as total sites (if there are more and you know of them, give a hollar) but you can see that Water Sites are most prevelant, then it goes to Nature/Death with a tie, then from there Astral/Earth, then ending with Fire/Air and ending with Holy. Now this may not be an accurate depiction based on the levels and how they are frequented (if Level 1 sites are given a higher probability than Level 3) but if you take a direct average then you are more likely to find this type of spread. In my games I find quite a bit of Earth, Nature and Death. You'll have to make your own judgement. However it should be noted that you can find 50% of the possible sites with Voice of Tiamat and the other 35% with Dark Knowledge and Haruspex. |
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Acadamy Underneath (W) Clam Field (W) Coral Reef (W) Coral Statue (W) Isle of Ice (W) Isle of the Sea Fathers (W) The Water Solstice (W) Isle of Death (D) Dying Ground of the Whales (D) Sunken Galley (D) The Wasted Sea (D) Ghoul Fish Cave (D) Coral Garden (N) Kelp Forest (N) Kelp Fortress (N) Kelp Grove (N) Sea Oak (N) Basalt Halls (S) The Crater (S) Tower of Pearls (S) Basalt Pillar (E) Moving Sand Banks (E) Underwater Cliff (E) Gorge of Glowing Fish (F) Fire Rift (F) Underwater Cave (A) Pocket of Air (A) Ancient Temple of the Deeps (H) </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Imteresting, thank you.I've noticed that there are no Blood and Unholy sites in this list. That means seaching for those resourses would be a waste of time and /or bloodlsaves. I though that any land type _could_ potentially contain any element types, including level 4 sites in each elements, although the probablility would be differnt for differnt lands of course and for diferent elements. But in case with sea provinces, based upon this list, it doesn't seem to be the case. I wonder if same situation may exist for some other land types?(other than sea) Meaning that certain magic types do not exist is some specific land types, or if they do exist there than only up to some lower than four level. If it is so for some land-type(s)than it would be usefull to know, especially in MP games, since it would allow you to narrow down your search patterns, saving you time and/or gems. |
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Not sure of the exact numbers. I guess it works like this:
Magic: (site freq) + 30 Waste: (site freq) + 20 Swamp: (site freq) + 20 Mountain: (site freq) + 10 Forest: (site freq) + 10 Farm: (site freq) - 20 Only the most beneficial counts. If site: Check what site. Random. If site not possible: Reroll. If site unique and already in the game: Reroll. If site possible and rare: Reroll once. Many nature sites are common but restricted to forests etc. Unique sites are also rare or common. Inkpot end is unique and common. Crown of Darkness is rare. No blood under water IIRC. Not sure about unholy. |
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So Mountains and Forests are actually less beneficial than Swamps and Wastes? Interesting, it is contrary to common belief that Mountains are the best land for magic sites. It is very good to know, and it also changes my entire sitesearching strategy, since I always tried to search Mountains first. http://forum.shrapnelgames.com/images/icons/icon7.gif I take it that "Magic" is some very rare and highly magical terrain type that exist on some maps? Haven't seen it yet, have been playing mostly on Aran/Orania/Karan/Inland maps so far. |
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It is possible to make some terrins have magic sites more often, and I think that is what Kristoffer is referring to. I think it can't be seen in-game if the mapmaker hasn't made it visible somehow, but luckily Jason Lutes added both some stars and little decorations (henges, towers) to these provinces.
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I'm not sure of the specifics. Waste might be 30, swamp and mountain 20. It was just a guess.
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I believe that list is incomplete Zen.
Sunray has produced a nice list with all the effects: http://www.bl23c.com/arryn/downloads/dom2sites.xls check it out. It's too complicated for me, but maybe you guys will understand it http://forum.shrapnelgames.com/images/icons/shock.gif |
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Magic is a terrain switch. Changes have been made to the game which didnt get to the documentation. Or if you are like me you might have gotten an error when it tried to update the docs, and the patch skipped that.
The #terrain command is a number created by adding together the numerics for everything that can be said to apply to that province. And as Kristoffer mentioned, apparently these are not cumulative as to the random roll. The best one is whats used in deciding what plus to add to a sites roll. As far as I know this is the latest up-to-date list of terrain switches..... nothing (defaults to plains) 0 small 1 large 2 sea 4 fresh water 8 mountain 16 swamp 32 waste 64 forest 128 farm 256 nostart 512 - for islands and special provinces manysites 1024 - increased site frequency So if province 9 is a plains, small, no-start then the map has it a "#Terrain 9 513" (0+1+512) and it you wanted to add a higher chance of magic sites then you would add 1024 to that and make it "#terrain 9 1537" [ April 03, 2004, 14:25: Message edited by: Gandalf Parker ] |
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[quote]Originally posted by Gandalf Parker:
nothing (defaults to plains) 0 small 1 large 2 sea 4 fresh water 8 mountain 16 swamp 32 waste 64 forest 128 farm 256 nostart 512 - for islands and special provinces manysites 1024 - increased site frequency I assume that "small" or "large" flags only affect province population/income/supplies, and not magic sites or its frequency, right? I also assume that freshwater is invisible modifier (but you can guess it by presebse of the river in province, if map has been created correctly), which dioesn't affect site frequency but that enables some additional water sites, according to Zen. ( in addition to increasiang income in provinces with rivers and having possibilty of floods in random events). Is it correct? |
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The best I could find on terrain effects was...
mountain - good for resources and magic sites, bad for money forest - same as mountain, but less so farmlands - good for money, bad for resources and sites swamp - just plain bad waste - good for magic sites, bad for money sea - good for atlantis nostart - no player can start with their capital here I forget what it was about fresh water. Money I think. Of course all of them do have some effect on random events. Such as fresh water (rivers) for flooding. |
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