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Old September 23rd, 2005, 06:11 PM
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Default Re: Special Provinces

Doing things from a "mutu" basis can be best translated as doing things ad hoc. That's about as close as it gets.

Quote:
Chazar said:
Judging from my tests of mapmaking, the #poptype command only affects the type of recruitable units available at a province, but not its initial independent defenders...
Indeed. The way it works is that first Dom2 creates the map from the neighbor and terrain info, randomly assigns poptypes appropriate to terrain, places indie defebders according to that poptype, assigns magic sites and only then starts reading the special commands from the mapfile. IF the special commands overwrite the previous poptype, then you're just [censored] out of luck when the jade amazons turned into basic slingers or whatever else happened, even if you did fight them for control of the province.

Similarly, scripted magic sites overwrite previously assigned ones if there are no empty slots available.

Quote:
Chazar said:Thus it is difficult to strengthen the defense of independent provinces independently from the independent setting, especially not in a random way, i.e. I wish that there would be a map-command to say that the random independent force is to be set at global independent strength +/- something.
That'd help, but assigning some lightly armored crossbows (#47 or #48) and some of the ID #40 HI will usually beef up any indie quite a bit. Put about 15 and 20 of them respectively and it'll do the trick. And they work with almost anything.

Quote:
Chazar said:EDIT-PS: Of course, while setting the poptype one can set defenders manually as well, but randomness would help to allow oneself to enjoy one's own maps.
The procedure above, assigning some common as dirt indies in small quantities will do the trick, and the random variation from native defenders does the rest.

Edi
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