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October 21st, 2003, 06:38 PM
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Corporal
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Join Date: Oct 2003
Location: Rochester, NY
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Map Making Options and Single Player
I've been largely inactive in the Dominions community for a while, but with Dom2 right around the corner I have started to get back into the Dominions mode and play more. I probably won't have much time for playing multiplayer this year (mainly for happy reasons, so don't feel too bad for me!), so I've mainly been thinking about single player and the map options...
Is there a Map Designing pdfs available for Dom2? In Dom1 for SP use, I had a standard set of options to add into maps so I could be assured of fighting competent opponents - let's face it, even the impossible AI would kill itself with max turmoil and max Bogusluck, so I just force every race to get the optimal dominion for it's race. Even for a vet, this with a full host of impossible AIs you can expect a pretty tough game -well, unless you really exploit the known imbalances (lAE swarms, IDs, FIs, etc).
But, there was some problems that prevented further balancing:
a) I could hardcode a province to have a particular castle, but couldn't change a race to use a certain castle. So unless I hardcoded each start position (bad), some races still pick Watch Towers or other bad castles, and are slow starters and never catch up.
b) I could fix populations in certain provinces (change each area to be roughly equal in worth to non-Ermor), but I can't balance resources out around the capitols without changing the tga files.
c) No way to give weaker nations bonus startup troops without hardcoding the startup provinces (which again, is bad since I'd know where the other races start).
Any idea if these issues are resolved in Dom2, and if there are any Illwinter guides for mapmaking yet?
Also, are there any new fun startup options - like developed start (ie all nations start with a certain number of provinces, etc), fast research, exposed magic sites (all sites become revealed when conquering a province), etc?
ps - I seem to recognize a couple of names - hi Gandalf, Pocus, Poger, and other ex-enemies!
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October 21st, 2003, 08:09 PM
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Lieutenant Colonel
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Join Date: Apr 2003
Location: Nuts-Land, counting them.
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Re: Map Making Options and Single Player
Hi George. Its a pleasure to see a vet like you back into the community.
From what I know (which is few things) :
you can have 5 speed settings for research now.
the boosted AI wont choose bad scales. (unluck...), I dont know if they will choose the better castles though.
I think it is possible to start with several provinces now, but I'm not sure, perhaps its just a dream
__________________
Currently playing: Dominions III, Civilization IV, Ageod American Civil War.
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October 21st, 2003, 08:40 PM
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Major General
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Join Date: Sep 2000
Location: Georgia, USA
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Re: Map Making Options and Single Player
There will be a map editing manual included on the Dom II CD.
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October 21st, 2003, 09:44 PM
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Shrapnel Fanatic
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Join Date: Oct 2003
Location: Vacaville, CA, USA
Posts: 13,736
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Re: Map Making Options and Single Player
Its kindof old but you can check out
http://www.techno-mage.com/~dominion/mapkit.zip
It has one Dom2 tga+map, and the mapedit.pdf
[ October 21, 2003, 20:48: Message edited by: Gandalf Parker ]
__________________
-- DISCLAIMER:
This game is NOT suitable for students, interns, apprentices, or anyone else who is expected to pass tests on a regular basis. Do not think about strategies while operating heavy machinery. Before beginning this game make arrangements for someone to check on you daily. If you find that your game has continued for more than 36 hours straight then you should consult a physician immediately (Do NOT show him the game!)
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October 22nd, 2003, 01:16 AM
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Corporal
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Join Date: Oct 2003
Location: Rochester, NY
Posts: 75
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Re: Map Making Options and Single Player
Thanks for the responses!
More startup options are good - fast research in particular should be fun. I do hope the advanced start is possible too.
Looking at the map editor demo and file, some new options there:
a) Terrain - can now set the terrain types. Maybe can approximate resources and supplies this way? Would be nice, but hopefully a #setresource will still be possible. Probably a #setsupply too...
b) New victory conditions - can win game with standard victory, or by a couple of interesting other ways - victory points (enhanced Version of the province capture from Dom1), amount of Dominion, number of provinces, and number of research points. Very cool!
c) You can set the new dominion types settings (undead Ermor, Golem Cult, etc).
d) You can set allies for the AI! Nice way to make the game harder - try starting as center of Flower with AI nations allied surrounding you
e) Start with spells researched!!! Very nice, especially for fast games and testbed scenarios.
Should be fun - when's the party starting? My wife may miss me, but I fear a relapse coming on...
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October 22nd, 2003, 01:42 AM
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Lieutenant General
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Join Date: Dec 2000
Posts: 2,555
Thanks: 5
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Re: Map Making Options and Single Player
Quote:
Is there a Map Designing pdfs available for Dom2? In Dom1 for SP use, I had a standard set of options to add into maps so I could be assured of fighting competent opponents - let's face it, even the impossible AI would kill itself with max turmoil and max Bogusluck, so I just force every race to get the optimal dominion for it's race. Even for a vet, this with a full host of impossible AIs you can expect a pretty tough game -well, unless you really exploit the known imbalances (lAE swarms, IDs, FIs, etc).
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There is PDF included on CD. In one of most recent patches, AI on higher difficulty levels has been prevented from choosing high turmoil/misfortune combo. You can assign specific scales and dominion strengths for each nation if you like but game designers feel that AI should be varied opponent instead of choosing same scales over and over again so you will have to make changes in map scripts if you want AI to use most powerful dominions.
Quote:
But, there was some problems that prevented further balancing:
a) I could hardcode a province to have a particular castle, but couldn't change a race to use a certain castle. So unless I hardcoded each start position (bad), some races still pick Watch Towers or other bad castles, and are slow starters and never catch up.
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You can still place a certain castle in certain province but I don't know if placing some castle in starting province will force that nation to use that castle as their default. Placing a good castle in starting province should be enough for AI to give it a good start. On higher difficulty levels, in my experience (for Dom II of course) AI will choose best castles. I have yet to see Difficult AI use Watch Tower. Probably possible but very unlikely.
Quote:
b) I could fix populations in certain provinces (change each area to be roughly equal in worth to non-Ermor), but I can't balance resources out around the capitols without changing the tga files.
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No option for specifying resources in provinces. You can assign some special sites that give bonus resources, though.
Quote:
c) No way to give weaker nations bonus startup troops without hardcoding the startup provinces (which again, is bad since I'd know where the other races start).
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That should be possible and very easy now. You can set specific commanders, give them names and items, assign bodyguards (important for independent strong commanders) and place specific armies in each province. If you place them in province owned by specific nation that will add them to that nation. You can also assign multiple starting provinces for each nation as well. However, if you want nation to have random starting position I'm not sure you can assign troops to it.
Quote:
Also, are there any new fun startup options - like developed start (ie all nations start with a certain number of provinces, etc), fast research, exposed magic sites (all sites become revealed when conquering a province), etc?
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You can assign owner for each province at the start - developed start. There is already a number of scenarios in game like Wars of Orania that do that.
Specific magic sites can be set to explored and unexplored.
Research has 4 speeds (not 5 Pocus ):
1 - Easy Research. Cost of research is 1/2 of normal.
2 - Normal Research. Same as it was in Dom I.
3 - Difficult Research. Cost of research is 2x of normal.
4 - Very Difficult Research. Cost of research is 3x of normal.
Research speed effectively tips the balance between military/magic in game. All of those who feel that magic is too strong can now increase research cost at the start of the game, which will "nerf" it down effectively.
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