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Arduria map + a new one in the works
Heya to all!
Feels like it's finally time to un-lurk and make an attempt to be productive. http://forum.shrapnelgames.com/images/icons/tongue.gif Here's a map that I banged together during the Easter holidays. It's not all that artistic, but it'll have to do for the moment. The file is temporarily located here: dom2arduria.zip Download size is 20 megs... the TGA is quite high-res. Here's a preview: http://personal.inet.fi/private/jons...riapreview.jpg And finally, some design notes. --- 188 provinces, 6-14 players. Optimum could be around 8 to 10. Arduria is the larger of the two better-defined continents in my longstanding roleplaying campaign. Its history suits the Dom 2 backstory well; a great empire fell and spawned a number of splinter nations. These nations then started rather messy wars with each other until a group of godlike beings, the Immortals, arrived to stabilize the region. The Dom 2 -customized map omits the arrival of the Immortals and lets the wars continue. The dominance of an undead magocratic empire in the West Mass was removed (though Ermor would fit the bill nicely in a scenario) and the sea nations were added to the mix. Originally, the continent was formed according to fairly realistic principles. Most of the population are located in the mediterranean or temperate climates, while the mountaineous, swampy and cold regions are less populated. Major cities (=the various capitals) are in particularly rich or well-connected provinces. For Dom 2, I spread the population more evenly, though the central lands still ended up richer than other regions. I tried to balance this by the placement of starting points and victory points; the richer regions have more competition and are further away from the neutral victory points. Natural features influenced province borders heavily. As a rule, rivers are crossable but wide lakes (that are too small to be considered inner seas) and tall mountain ranges are not. If two provinces share a very small border, they are usually considered neighbours if there are no terrain features at or near the border. There are 12 land and two sea starting locations on the map. It is possible to have more than 14 nations, but they will start in randomly assigned provinces. The absolutely worst provinces and neutral victory point provinces are non-startable. The default victory condition is by victory points, though it is not enforced by the map file. Each start location is worth one point, five neutral provinces are worth one point each and one neutral province is worth two. That's a total of 21 if no additional points are used. I recommend using a victory limit of 11 points. Each of the neutral victory locations has a pre-built fortification. The two-VP province has a population of 50000 and some additional troops and commanders, and should be reasonably troublesome to conquer. --- If you decide to give the map a whirl, any comments (especially constructive ones) would be much appreciated. UPDATE: to reduce possible balance problems due to the behaviour of neutral troops defending castles, the neutral VP provinces were downsized to medium size and the #population modifier of the Forge was removed. Get the new .map file from here: mapfileonly.zip [ May 04, 2004, 18:49: Message edited by: Crandaeolon ] |
Re: Arduria map + a new one in the works
Looks nice!
In what RPG does the campaign take place? Do you want us to place the map on the illwinter page? Looking forward to the other continent http://forum.shrapnelgames.com/images/icons/icon7.gif |
Re: Arduria map + a new one in the works
Looks good so far.
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I have that problem on my maps all the time. Im hoping for a command that will assign troops to patrol, or allow defence points for independents. [ April 13, 2004, 19:52: Message edited by: Gandalf Parker ] |
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[ April 13, 2004, 19:57: Message edited by: Crandaeolon ] |
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But the VP is not taken until the fortress is stormed. Income-wise it might be a problem though.
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UPDATE: Did a quickie fix. The neutral VP provinces were downsized to medium size and the #population modifier of the Forge was removed. Here's the new map file: mapfileonly.zip The whole package was updated too. [ April 13, 2004, 21:06: Message edited by: Crandaeolon ] |
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Some sort of #patrols perhaps, to make a particular leader and his troops as outside a province? Ideally independents with castles would always have additional patrollers. |
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Patrolling would make sense, so long as independents are excepted from the "patrollers removing unrest kill pop" because otherwise there'll be problems once somebody's dominion reaches them.
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The less cool thing is that I've got a lot to do the next week http://forum.shrapnelgames.com/images/icons/icon9.gif |
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The map looked very cool, but when I tested it and saw many problems there. Many neighbohor provinces weren't connected, and some starting places were many times better than others.
I started on the grey place at south, and all provinces had income 2-10 so I had almost 20 useless coastal provinces and I lost immiadately when atlantis attacked because my income was only 200, and 100 came from the capital. |
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In many cases where provinces share a short border with a terrain feature on it, they're not supposed to be considered "connected". Same thing with lakes that are too small to have a water-dwelling population (the larger "lakes" are actually inner seas.) Quote:
That "many times better" sounds a bit worrisome, though. Did you consider just the starting income and not, for example, the availability of magic sites which can translate into income via alchemy? The mountain regions should have much more magic sites than the richer farmlands. Quote:
The sea nations can be a balance problem, since there are so many sea provinces. I'll look into it some more. |
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I checked the map thoroughly for neighbour connection problems, but couldn't find any that were not intended. Although originally they weren't supposed to be linked, #27 and #39 will probably be linked in the next update, since the obstacle doesn't really serve any useful purpose.
I'll consider adding some mines to the poorer areas. That should make money differences a bit less pronounced while still feeling thematic. If my understanding is correct, using #setland X #knownfeature "Y" without the #killfeatures switch will add a feature Y to the province X if the 4 magic site slots were not filled by the random assigning of sites. Is it so? I'd be most interested in opinions on the sea nations. Are they too strong on a map like this? |
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A very nice looking map! I'm looking forward to playing on it!
The number of sea provinces looks fine to me. Perhaps the balance of acquatic nations could be tweaked by adjusting the values of those provinces. I haven't tried it yet, so I don't know if they need to be tweaked, but I don't think simply the number of them is necessarily a problem by itself. PvK [ April 17, 2004, 21:28: Message edited by: PvK ] |
Re: Arduria map + a new one in the works
Crandaeolon's beautiful map can now be downloaded from my site's ever-growing files page. Hopefully, the added exposure will give him the additional feedback he'd like to have so he can make it even better (if that's even possible).
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-- People dont know how to pay for free things anymore. Then they wonder why no one does free things. [ April 18, 2004, 13:19: Message edited by: Gandalf Parker ] |
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</font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Yep. It also means that sailors can maneuver faster than walkers in many cases, which can be interesting. Of course, it also means it might be interesting to do some maps where there was not much of value underwater except the ability to maneuver and hide in special ways. And/or alternatively, you could split the sea provinces into more, or even make them weird shapes to "represent currents". Lots of possibilities. PvK |
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Very good and large map, thanks!
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Is the final Version ready? I'll put it up tonight anyway.
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Very cool map!
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This will probably be the final Version, unless something really drastic is spotted. Knock on wood... http://forum.shrapnelgames.com/images/icons/tongue.gif Updated the zip too. |
Re: Arduria map + a new one in the works
Got the semester wrapped up, and I'm thinking of putting a new map into the works. It will probably be larger (around 250 provinces or even more) and a _bit_ less watery. I'm also toying with PvK's ideas about water regions.
Creating the map will be done similarly compared to the previous one, so that's about as pretty as it can get. http://forum.shrapnelgames.com/images/icons/icon10.gif Now (again? http://forum.shrapnelgames.com/images/icons/icon12.gif )would be a good time to chime in with comments, suggestions and/or feedback on the previous map. |
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Definitely looking forward to this next map !! The really large maps of 300+ provinces are rarely created. I believe the largest map available for download from Illwinter's website right now is the WorldMap of 339 provinces. |
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Also, maps should be MORE watery! There's already not enough water for our water nations to play in, and Illwinter is rumored to be introducing a third water nation. We need MORE water, not less! |
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Arduria has 34 underwater provinces out of 188. The ratio will probably remain about the same. There will be landlocked seas and large lakes, a couple of oceans etc... I'll include "support" (start location placement & balancing considerations) for the rumoured 3rd nation right out of the box. http://forum.shrapnelgames.com/images/icons/icon12.gif
It won't take a horribly long time to create the map with the pseudo-random, fractally-generated and filter-prettified method I'm using. The tedious parts are drawing the borders and checking neighbour connections, the rest is all fun. It's done when it's done. http://forum.shrapnelgames.com/images/icons/tongue.gif |
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Well, the new project just ceased to be fun - I had drawn about 3/4ths of the borders when PhotoShop complained about "corrupted pixels" due to a "disk or SCSI malfunction" when loading the image. And sure enough, there were large discolored and garbled stripes across the map.
I had saved the image frequently, but all the borderwork was done on the same file, and now it's corrupt. Bugger that. Any ideas on how to recover from that? Scandisk reported nothing to fix, BTW. Knowing myself, I probably won't restart the work unless the summer is _really_ boring. So, if someone wants to carry on the torch, give me a holler and I'll make the original available. Here's a preview (the original is 4600x2300 pixels): http://personal.inet.fi/private/jons...emapphase2.jpg |
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Wow it looks nice. Please keep working on it. How "large" did you have in mind (land province, water provinces)? I have a little talk-paper on maps which might have some things to consider though its more about random-generated maps.
http://www.dom2minions.com/maps.shtml Im not sure how large the provinces were going to be but your terrain areas might be large enough that a nation might end up surrounded by only one terrain type. Something to keep in mind (ctis cant take anything but mountains, ulm surrounded by all the good farmlands, etc) I know more gimp than photoshop so this next part might need some translating. In general terms.... make a copy of the map, lower the colors gradually to something like 16 colors you should get a cartoon image of your map with big areas of brown, blue, green, white. Select a color like red. Then use an "edging" option (might be named something like borders?) which shouild draw red borders around all of the large color areas. Now go in with a line command and draw some lines chopping areas that seem too large into smaller portions. Remove everything but the red (drop paint, or "mask", or select-color and copy-to?). Bring up the original (well for safety, anothe copy of the original) and paste the red lines on top of it. Usually this isnt perfect but its often enough of a start to change it form a massive job to a tweaking/editing one. [ May 27, 2004, 15:07: Message edited by: Gandalf Parker ] |
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Never mind - I figured out a way already. I drew the borders on a separate layer, and it's easy to fix the corruption.
It looks to be around 300-400 provinces. I'll have to decide the size of water provinces still, and whether I'm going to make it appear like Mercator projection or not. Quote:
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Obviously, this number can be larger if the army consists of longdead hoburgs. But you're seeing a clear problem here. |
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Obviously, this number can be larger if the army consists of longdead hoburgs. But you're seeing a clear problem here. </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Well hopefully the developers will provide a solution in Dominions_3 for the number of units in battle. Probably the best solution is something similar to what Lords_of_the_Realm_2 did for battles. |
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Dunno how it's done in LotR2, but as a fanatic Medieval: Total War player I'd advocate a method similar to MTW's "reinforcements", but modified to the Dominions system.
For example, there could be an auto-assigned "priority rating" to units (heavier, more expensive and more experienced units have higher priority) that the player would later be able to modify if he so desires. When the battle starts, the game would place all commanders and then pick from the other units according to their priority rating until a set amount of squares (say, 500 per side) are filled. Any leftover units would then arrive on the battlefield when a specified amount of space (50% or whatever) has been freed up by death or retreat, repeating the cycle if necessary. |
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