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-   -   Question to developers - magic sites (http://forum.shrapnelgames.com/showthread.php?t=31355)

Corwin October 26th, 2006 08:47 PM

Question to developers - magic sites
 
Greetings.


Since Dom3 is clearly trying to be as transparent as possible with its inner mechanics (which I personally greatly appreciate!), I was wondering - is there any way for us players to get some form of list which would include all magic sites that could be found in Dom3?

I have such list for Dom2, which includes 433 sites and its effects in form of excel spreadsheet. However this list is clearly outdated. It also lack some very important information which can not be gained just from playing the game - things like if the particular site has "rare"/"commmon"/"unique" flag, or on what types of terrain this site can be found?

Things like that are either incredibly difficult or impossible to get from the game without digging into source code/data. So I wonder if I could get some of this information from you guys?

Thanks a lot!

-Corwin

dirtywick October 26th, 2006 08:51 PM

Re: Question to developers - magic sites
 
I see you're doing it the fast and easy way http://forum.shrapnelgames.com/images/smilies/laugh.gif

Gandalf Parker October 26th, 2006 09:47 PM

Re: Question to developers - magic sites
 
http://www.dom3minions.com/docs/sites.txt

Did you want it numbered?

Corwin October 27th, 2006 07:14 AM

Re: Question to developers - magic sites
 
Quote:

Gandalf Parker said:
http://www.dom3minions.com/docs/sites.txt

Did you want it numbered?

Thank you Gandalf, but that's just the list of site names. What I would like to have is the list with their names, what kind of terrain they can exist upon, and their status (common/uncommon/rare/unique)

Corwin October 27th, 2006 07:16 AM

Re: Question to developers - magic sites
 
Quote:

dirtywick said:
I see you're doing it the fast and easy way http://forum.shrapnelgames.com/images/smilies/laugh.gif

I do. http://forum.shrapnelgames.com/images/smilies/happy.gif Actually this is the only possible way, considering that we can't get all this info from the game itself.

tenryu1 October 28th, 2006 12:46 AM

Re: Question to developers - magic sites
 
You can get most of the information you want by making a nation mod. Each can start with 4 sites. Just add them and fire up the mod, look at the sites, and write the information down. Afterwards put new sites in and repeat.

If you want, you could get fancier and put sites all around a specific start site for a modded nation, mod the map basically. Start the game with like one enemy and independants like 1 strenght then kick booty and go look.

For the simple nation mod the following example might give you an idea.

modname "2ndArcoNationMiddleMod"
#selectnation 27
#clearsites
#startsite "Whatever site 1"
#startsite "Whatever site 2"
#startsite "Whatever site 3"
#startsite "Whatever site 4"
#end

Just make sure you pick the nation you modded as your start nation in the correct time period. The one above is middle arco.

Corwin October 28th, 2006 12:56 AM

Re: Question to developers - magic sites
 
Quote:

tenryu1 said:
You can get most of the information you want by making a nation mod. Each can start with 4 sites. Just add them and fire up the mod, look at the sites, and write the information down. Afterwards put new sites in and repeat.

If you want, you could get fancier and put sites all around a specific start site for a modded nation, mod the map basically. Start the game with like one enemy and independants like 1 strenght then kick booty and go look.

For the simple nation mod the following example might give you an idea.

modname "2ndArcoNationMiddleMod"
#selectnation 27
#clearsites
#startsite "Whatever site 1"
#startsite "Whatever site 2"
#startsite "Whatever site 3"
#startsite "Whatever site 4"
#end

Just make sure you pick the nation you modded as your start nation in the correct time period. The one above is middle arco.

Considering that there are at least 460 magic sites in the game, and considering that there are 7 types of terrain, it would take at least 2220 possible combination to try to get this info the way you suggested.

And even if you do it, it'll still be impossible to determine if any particular site you've placed on the map was common, uncommon or rare.

tenryu1 October 28th, 2006 04:18 AM

Re: Question to developers - magic sites
 
Well, it's not going to tell you if it's terrain restricted or it's rarity, but you will get information on gems, building, associated untis, and level(based on gems if any).

All I'm suggesting is that much of the information you want you can get.

Depending how you go about it, it doesn't have to take +2k loads to get it.

Another method might be to start a hotseat game with maximum human players, all you, and low independant strengths.

Mod a "searcher unit" with 9 in paths 0-8, make it cheap and available to all the nations and search everything after you conquer the areas, or you can sit and wait until someone maybe gives you what you want. In either case, good luck.

Arralen October 28th, 2006 05:10 AM

Re: Question to developers - magic sites
 
Quote:

tenryu1 said:
Well, it's not going to tell you if it's terrain restricted or it's rarity, but you will get information .. and level(based on gems if any).

Sorry, but this doesn't work - gem generation is totally independant from site level ...

Quote:

Another method might be to start a hotseat game with maximum human players, all you, and low independant strengths.

You can set indies to "0", even ...

Quote:

Mod a "searcher unit" with 9 in paths 0-8,

Better yet, make a level-1, a level-2, a level-3 and a level-4 searcher ...

Corwin October 28th, 2006 06:57 AM

Re: Question to developers - magic sites
 
Guys, it's all great but that's not what I after. Remember, the ultiate goal here is to establish which type of terrains is best suited for each type of magic.

To do this precisely, you need list of all sites (which I finally got today), their rarity (got it), and knowledge of how exactly Dom mechanic works in regards of common/uncommon/rare flags (need to find out!).

I also need to know terrain modifiers for magic site chances.

You see, I want to know what is the best order of searches for each terrain type.

Truper October 28th, 2006 09:23 AM

Re: Question to developers - magic sites
 
I don't think you can get the level of optimiztion you're looking for. From long experience, the type of magic site found isn't correlated to the type of terrain strongly enough to make any real difference, if at all. For instance, one might think that Earth sites might be most likely to be found in mountains, or nature sites in forests, but this does not appear to be the case.

Corwin October 28th, 2006 11:59 PM

Re: Question to developers - magic sites
 
Quote:

Truper said:
I don't think you can get the level of optimiztion you're looking for. From long experience, the type of magic site found isn't correlated to the type of terrain strongly enough to make any real difference, if at all. For instance, one might think that Earth sites might be most likely to be found in mountains, or nature sites in forests, but this does not appear to be the case.

You are mistaken Truper. There are a lot of Earth sites that appear [/b]only[/b] in mountains. Considering the mechanic Dominion uses to allocate magic sites in provinces (which was explained by Kristoffer), this results in Mountains being the best terrain to look for Earth sites. The difference is subtle, but it's noticable.

(I've checked the sites list to confirm it)

Maltrease November 7th, 2006 03:06 PM

Re: Question to developers - magic sites
 
Corwin,

Do you have any results to share on what provences are best to find certain magic types?

Or... perhaps. What are the best ones to look for death sites in?

http://forum.shrapnelgames.com/images/smilies/happy.gif

Thanks!

Jack_Trowell November 7th, 2006 04:40 PM

Re: Question to developers - magic sites
 
Tip on site searching :

check in your dominions for provinces that keep having a scale different that yours : when I see a province near my capital with death scale while all others with the same level of dominions are with growth +1, I knw I need to search for a death site there

Corwin November 7th, 2006 07:55 PM

Re: Question to developers - magic sites
 
Quote:

Maltrease said:
Corwin,

Do you have any results to share on what provences are best to find certain magic types?

Or... perhaps. What are the best ones to look for death sites in?

http://forum.shrapnelgames.com/images/smilies/happy.gif

Thanks!


No, sorry Maltrease. I have been trying to get some hard numbers from developers, but haven't got any so far.

UninspiredName November 8th, 2006 06:24 PM

Re: Question to developers - magic sites
 
As far as I've seen, swamps are good for Nature and Death sites. (And forests are obviously good for Nature sites) Aside from that I'm in the dark, though.

Zebion November 8th, 2006 08:59 PM

Re: Question to developers - magic sites
 
Earth generally shows up more in mountain sites from my experience,nature in forests (I think even dom 3 hints at this) As surprising as it is,water crystals are not as common in water as you would think


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