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October 26th, 2006, 08:47 PM
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First Lieutenant
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Join Date: Oct 2006
Location: Palo Alto, CA
Posts: 638
Thanks: 1
Thanked 3 Times in 3 Posts
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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 However this list is clearly outdated.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
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October 26th, 2006, 08:51 PM
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Sergeant
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Join Date: Oct 2006
Posts: 238
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Re: Question to developers - magic sites
I see you're doing it the fast and easy way
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October 26th, 2006, 09:47 PM
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Shrapnel Fanatic
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Join Date: Oct 2003
Location: Vacaville, CA, USA
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Re: Question to developers - magic sites
__________________
-- 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 27th, 2006, 07:14 AM
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First Lieutenant
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Join Date: Oct 2006
Location: Palo Alto, CA
Posts: 638
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Re: Question to developers - magic sites
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)
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October 27th, 2006, 07:16 AM
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First Lieutenant
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Join Date: Oct 2006
Location: Palo Alto, CA
Posts: 638
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Re: Question to developers - magic sites
Quote:
dirtywick said:
I see you're doing it the fast and easy way
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I do. Actually this is the only possible way, considering that we can't get all this info from the game itself.
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October 28th, 2006, 12:46 AM
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Private
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Join Date: Oct 2006
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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.
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October 28th, 2006, 12:56 AM
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First Lieutenant
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Join Date: Oct 2006
Location: Palo Alto, CA
Posts: 638
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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.
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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.
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October 28th, 2006, 04:18 AM
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Private
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Join Date: Oct 2006
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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.
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