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-   -   Dom3minions.com MAPs (http://forum.shrapnelgames.com/showthread.php?t=30117)

Gandalf Parker September 4th, 2006 08:48 PM

Dom3minions.com MAPs
 
OK here is a dirty version of TINY maps.
Here is the directory they got put into
http://game.dom3minions.com/maps/T/

the index of all of them is
http://game.dom3minions.com/maps/T/_index.jpg

For now you have to count and guess to find the right file.
So the second in on the second row would by tiny07 so there is a tiny07.jpg (for viewing only), a tiny07.tga and tiny07.map files, and a tiny07.zip which has both the tga and map together for download.

Eventually I will make an html page like this one
http://www.dom2minions.com/~dominion...humbnails.html
where you can click a map to see the bigger version then click again to download the zip. But Im not too good at making webpages so that takes me quite awhile. I can whip out something to fill the directory but it takes much longer to get it webbed.

Gandalf Parker

Gandalf Parker September 4th, 2006 09:08 PM

Re: Dom3minions.com MAPs
 
Same thing for the Large maps that were requested.
They are right now being put into
http://game.dom3minions.com/maps/L/

http://game.dom3minions.com/maps/L/_index.jpg
should be a thumbnail map of all of them when they are done

http://www.dom2minions.com/~dominion...humbnails.html
is an idea of what it will be like eventually for usefulness

Gandalf Parker September 4th, 2006 09:15 PM

Re: Dom3minions.com MAPs
 
Once you figure out the sloppy methods you can also raid
http://game.dom3minions.com/maps/pipeline/
for the corridor challenge map idea

Gandalf Parker

Gandalf Parker September 4th, 2006 09:15 PM

Re: Dom3minions.com MAPs
 
and also
http://game.dom3minions.com/maps/modules/
which didnt really pan out. I was hoping that creating pieces of maps would let you select, paste together, and edit. If you think its useful then lets chat. But they should be playable as they are.

The idea was that if I stacked a land, water, land then it would be a nice contest map. And a snow, temperate, snow might make a world view.

Stacking them would make it easier to renumber without losing the terrain and neighbor info. I think I kept them at an even number of provinces (100? 200?). But editing the image to smooth the transitions turned out to me more than I felt like doing. My next hope is a "seed" function where I can create the same map with different variables and cut-n-paste pieces of them into a whole.

Gandalf Parker

Ballbarian September 4th, 2006 10:27 PM

Re: Dom3minions.com MAPs
 
You have been busy Gandalf! http://forum.shrapnelgames.com/images/smilies/happy.gif
Downloaded a large map (large08) and noted that the image size is scaled down (to 640x480) and the image quality is severely degradated compared to the one you uploaded previously. Was this intentional to conserve space on your server?

Gandalf Parker September 5th, 2006 12:22 AM

Re: Dom3minions.com MAPs
 
No I tend to try and size the maps appropriate to the number of provinces. It wouldnt make much sense to have 1500 provinces on 200x200, nor having 50 provinces on 2000x2000

What would you like it at?
Since its scripted I can easily change the two numbers and kick it off again? Let me know what you want. If it gets too specific I will just put yours in a seperate directory for you. I used to do that for a number of Dom2 map developers.

Ballbarian September 5th, 2006 02:03 AM

Re: Dom3minions.com MAPs
 
Judging by existing D2 maps, and noting that Survival provinces are a little tight (icons overlapping in game sometimes), I did some quick guestimations. Using a fair province size of 100x100 pixels, a reasonable size for a 255 province map would be about 1600x1600. Since water provinces tend to be slightly larger and you can have some pretty small land provinces this can vary, but it should be ballpark.

For comparison, the 283 prov version of Faerun is 3210x2130 (6,837,300 pixels!), which is an estimated 2614x2614, with province size averaging to about 155x155 pixels.

Somebody that is better in math (and not as tired as I am right now http://forum.shrapnelgames.com/image...ies/tongue.gif) could probably come up with a formula to account for rectangular map sizes.

Is Dom3 giving you as much control over the generated maps as it appears to be? Or are the changes in map size occuring outside the game via your scripting? I'm guessing that you have a script converting the images from rgb to tga?

Quote:

Let me know what you want. If it gets too specific I will just put yours in a seperate directory for you. I used to do that for a number of Dom2 map developers.

You spoil us Gandalf! http://forum.shrapnelgames.com/images/smilies/cool.gif

Gandalf Parker September 5th, 2006 05:07 PM

Re: Dom3minions.com MAPs
 
--makemap XXX Generate a random map with filename XXX and exit
--riverpart X 100 = normal amount of rivers, 0=no rivers
--seapart X Percent of map that is below water level (default=30)
--mountpart X Percent of map that is mountains (default=20)
--forestpart X Percent of lands that are forests (default=20)
--farmpart X Percent of lands that are farm lands (default=15)
--wastepart X Percent of lands that are wastes (default=10)
--swamppart X Percent of lands that are swamps (default=10)
--mapaa Enable antialiasing for random maps
--mapsize W H Set width and height of random map (default=1600 1200)
--mapprov X Set number of provinces (default=150)
--passmount Don't use impassable mountains on random maps
--mapgcol RGBA Ground color 0-255 (default=170 146 116 255)
--mapscol RGBA Sea color 0-255 (default=54 54 130 255)
--mapbcol RGBA Ground border color 0-255 (x4)
--mapsbcol RGBA Sea border color 0-255 (x4)
--mapnoise X Ground color noise 0-255 (default 15)
--borderwidth X Border width 0-500 (default 100)

Outside of this... I can convert formats, alter colors, provide thumbnails, provide a collage of all the thumbnails, offer a variety of compressions, and auto-email.

I can also program changes to the .map file such as adding AIs with alliances, giving the AIs special gods or bonuses, adding monters, inserting special designed provinces, provinding reasonable names to provinces (forest names, ocean names, etc) and doing Dom3 to Dom2 conversions altho I still have to find out if the new terrain numbers hurt Dom2.

There are some DomMap Random Generator features that I miss. That arent in the Dom3 map generator. But I suspect that no one will want to use those maps and would prefer these. Those might still be useful as templates though.

Gandalf Parker

Bomshanka January 6th, 2007 02:13 PM

Re: Dom3minions.com MAPs
 
Hey Gandalf - Outstanding collection of maps on your site!

I've downloaded some and tried to get them to work with Dom 2 - Is that possible or do i have to get Dom 3 to actually play on these maps? Ive tried to replace the .rgb files with the .tga but the game exits at the end of game creation with the something went wrong error message? Is there something in the .map file i have to change except for .rgb -> .tga?

Sincerely Bomshanka

Endoperez January 7th, 2007 07:29 AM

Re: Dom3minions.com MAPs
 
if you use the random map that don't add random units into independent provinces, it should work with few changes. The maps that add random units can also add random units that only exist in Dom3, so they probably won't work.

There might be a new terrain or two (deep sea, cave). Those might cause problems. Caves aren't randomly generated AFAIK, and it wouldn't probably be too hard to make a script to replace deep sea with normal sea.

Other than that, check out that #domversion isn't too high. You can probably remove it altogether.

Bomshanka January 8th, 2007 07:22 PM

Re: Dom3minions.com MAPs
 
Thank you very much!

I'll try and play around with it for a bit - you dont happen to know the terrain code for sea vs. deep sea or maybe know a place or document where i cant find the relevant info?

And dom-version for dom 2 would be 2.16 for the newest patch version right?

But again - Many thanks for the reply - the maps are quite much nicer graphically than the original Dom 2 random maps so i'd rather not miss out if i can help it http://forum.shrapnelgames.com/images/smilies/happy.gif

Edit: Changing version number made it create game! No idea yet if the deep sea code will create problems - Another problem occured though - I've started a game on a ~1500 province map but Dom 2 appears to only support as much as 500 provinces... - Is there any known way to circumvent this or do I just have to "content" with the 500 limit http://forum.shrapnelgames.com/images/smilies/happy.gif ( Ive played Faerun Large a number of times so I know how much that is http://forum.shrapnelgames.com/images/smilies/laugh.gif)

\Bomshanka

Gandalf Parker January 9th, 2007 01:52 PM

Re: Dom3minions.com MAPs
 
I dont remember ever being able to get past 500 on Dom2 (and if anyone tried it would be me) http://forum.shrapnelgames.com/images/smilies/happy.gif
But that was a coupld of years ago now. I just take it for granted that I tired really really hard to exceed the suggested limits the same way I do now with Dom3.

I should probably get off my tail and add a daily run of 500 province Dom3 generated maps that are auto converted to Dom2 specs. It would probably be my last change to the Dom2Minions.com site.

Ballbarian January 9th, 2007 09:22 PM

Re: Dom3minions.com MAPs
 
Quote:

you dont happen to know the terrain code for sea vs. deep sea or maybe know a place or document where i cant find the relevant info?

Old Dom2 Terrain BitMath:
"small" 1
"large" 2
"sea" 4
"somewater" 8
"mountain" 16
"swamp" 32
"waste" 64
"forest" 128
"farm" 256
"nostart" 512
"manysites" 1024

New Dom3 Terrain BitMath from Gandalf:
"small" 1
"large" 2
"sea" 4
"somewater" 8
"mountain" 16
"swamp" 32
"waste" 64
"forest" 128
"farm" 256
"nostart" 512
"manysites" 1024
"deep" 2048
"cave" 4096
"firesite" 8192
"airsite" 16384
"watersite" 32768
"earthsite" 65536
"astralsite" 131072
"deathsite" 262144
"naturesite" 524288
"bloodsite" 1048576
"priestsite" 2097152
"edgemount" 4194304

When converting from Dom3 to Dom2, the bitmath is the same except when you run into provinces with a terrain value of 2048 or greater. To turn mountain edges (4194304) to mountains (16), just subtract 4194304 from the current Dom3 terrain value and it should work fine. Simply changing it to 16 would probably work on a pure random generated map, but you might lose any "small" or "large" province tags, and any user modifications means that other terrain types can get mixed in as well.

If Gandalf adds his auto-converted map generation to his site it will save you a lot of trouble!

Hope this helps. http://forum.shrapnelgames.com/images/smilies/happy.gif

Bomshanka January 12th, 2007 02:02 PM

Re: Dom3minions.com MAPs
 
Wow guys - thanks alot!

It would be really nice with a source of converted maps - would be really appreciated!
But until then, now ive atleast got a chance to actually change it myself http://forum.shrapnelgames.com/images/smilies/happy.gif

Nice input - deeply appreciated!

Cheers - Bomshanka

Gandalf Parker May 27th, 2010 11:49 AM

Re: Dom3minions.com MAPs
 
Water nations and game maps are a big pain to try and get right. As a person who makes and selects maps continually Im up against this all the time. The games logic does actually try to consider the following:
A) Nations should not be too close to each other.
B) Nations should not start out with too few neighbor provinces.
C) Land nations should not have water neighbor provinces.
D) Water nations should not have land neighbor provinces.
E) Many nations have special terrain or theme requirements (water, land, mountains, swamp, wasteland, coastal).
F) No land nation should be placed in the center of a large area of one particular terrain so that it doesnt have quick access to multiple terrain benefits in the capital.
G) And absolutely DO NOT take too much time trying to achieve A thru F

It might seem as though you have never seen that happen. And unless you play on large maps thats understandable. Some maps make it hard, some make it impossible. A map with enough provinces to allow the game to get completely thru its choice selection process without it giving up tends to be a map too large for most peoples idea of a good game. There is definitely an advantage to maps where a human has done some work on setting provinces as start, no-start, or spec-start.

And how much water is enough? If I want 10 players at 10 provs each before mandatory war, then 100 prov map MIGHT be able to place everyone well. But what if 3 water nations join? 30 water? If there is one small ocean then the D rules pushes them to the middle and too close to each other. And what if only 1 water nation joins? 1 nation with 30 provs to the land nations 10? Cries of unfair!

My favorite maps, which rarely cause me problems, are like these.
http://www.dom3minions.com/RandomMap...rs/keepers.htm
But few people want to play games that big. Maybe some of these..
http://www.dom3minions.com/RandomMaps/Keepers/index.htm
but again the smaller you get, or smaller provs-to-player ratio, the less likely that everyone will be happy with the games placement of capitals unless someone hand-massages the map.

Interesting point (which I just realized myself):
When playing a solo game, Dom3 has you select the map first then the nations. But in server mode, it waits for the people to select their nations and then has you select the map. Maybe Johan was hinting. :)

Gandalf Parker May 27th, 2010 11:56 AM

Re: Dom3minions.com MAPs
 
Another interesting note for those who are curious. Altho it might not seem that way, the game DOES try to avoid duplicate province names when selecting them for a map. On each province, it tries 25 times to find a non-dupe name before giving up. On a really large map its rather surprising how fast its able to do that. But obivously when the games map limits were increased, the file for prov names was not. This is again another place where the best results involve hand massaging it, or using a 3rd party program to put names on every province.


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