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  #1  
Old April 2nd, 2004, 09:57 PM
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Default Magic sites questions

Ok, question for Dom2 veterans: Does anybody know the exact terrain modifiers for magic sites and how do they work?

I know that land types such as Mountains, Forest, Waste, Swamp increase chance of finding magic sites in the province, with Mountains being the largest modifier.

I also know that Farmland decrease that chance, and Plains have no modifiers.

So let's say that we are playing on magic 50 setings. If I understand numbers correctly that means that "Plains" province have 50% chance of
having magic site in each of it's possible 4 slots, correct?

Now does anybody know how much Mountains and each other "good" land types add to this 50% chance?

Also what are the calculations if there are more than one terrain type present? Do they add? Multiply? (Like in case of Mountain/Forest/Farmland province for example)

Finally what about sea provinces? Do they have magic site frequency same as Plains?

Usually I cast 8 water gems underwater spell on each of my water provinces as soon as I can, but should I also cast all non-elemental type of search spells, looking for nature, death, astral, blood? Obviosly there are different names for the magic sites on the survace and underwater, but is overall effect still the same? Or do sea provinces tend to have more water-producing sites but less nature (or other types) producing sites?

And Last question - I think it is possible for province to contain more than 4 different sites, I've seen it now and than. Does it only happen due to random event (like with random event that gives you new Mine site for example, or Earth Caves, etc.)? Or "magic level 0 sites" (the one that you detect automaticallly when you conquer the province - like Library, Arena, etc.) do not count toward "max 4 sites per province" limit. Or both?
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Old April 3rd, 2004, 01:32 AM

quantum_mechani quantum_mechani is offline
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Default Re: Magic sites questions

Quote:
Originally posted by Stormbinder:
Ok, question for Dom2 veterans: Does anybody know the exact terrain modifiers for magic sites and how do they work?

I know that land types such as Mountains, Forest, Waste, Swamp increase chance of finding magic sites in the province, with Mountains being the largest modifier.

I also know that Farmland decrease that chance, and Plains have no modifiers.

So let's say that we are playing on magic 50 setings. If I understand numbers correctly that means that "Plains" province have 50% chance of
having magic site in each of it's possible 4 slots, correct?

Now does anybody know how much Mountains and each other "good" land types add to this 50% chance?

Also what are the calculations if there are more than one terrain type present? Do they add? Multiply? (Like in case of Mountain/Forest/Farmland province for example)

Finally what about sea provinces? Do they have magic site frequency same as Plains?

Usually I cast 8 water gems underwater spell on each of my water provinces as soon as I can, but should I also cast all non-elemental type of search spells, looking for nature, death, astral, blood? Obviosly there are different names for the magic sites on the survace and underwater, but is overall effect still the same? Or do sea provinces tend to have more water-producing sites but less nature (or other types) producing sites?

And Last question - I think it is possible for province to contain more than 4 different sites, I've seen it now and than. Does it only happen due to random event (like with random event that gives you new Mine site for example, or Earth Caves, etc.)? Or "magic level 0 sites" (the one that you detect automaticallly when you conquer the province - like Library, Arena, etc.) do not count toward "max 4 sites per province" limit. Or both?
Hmm... I'm not very clear on this myself, but I here is what I know:

-Certain magic sites only accur on certian terrians, like 'Forest of the Dead' in forests.

-Amazons are also terrian dependant, though for some reason crystal amazons are extremely rare despite being tied to plains.

-I have never seen a blood site underwater, though I think all other searches can uncover sites underwater.

-Libraries, arenas and such cout toward the four sites.
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Old April 3rd, 2004, 02:12 AM

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Default Re: Magic sites questions

Quote:
Originally posted by Stormbinder:
So let's say that we are playing on magic 50 setings. If I understand numbers correctly that means that "Plains" province have 50% chance of
having magic site in each of it's possible 4 slots, correct?
Correct though there can be map modifiers (with the .map commands).

Quote:
Now does anybody know how much Mountains and each other "good" land types add to this 50% chance?
Alot? I'd say a good average is 3/4 of the slots are filled. Though I have no hard #'s, if JO or KO feel the need they may post the %.

Quote:
Also what are the calculations if there are more than one terrain type present? Do they add? Multiply? (Like in case of Mountain/Forest/Farmland province for example)
From my using the commands it only adds a certain terrain type to the seed for possible magical site types. I haven't seen any more frequent Magic Sites in a terrain labeled Forest/Mountain. Though it could reasonably be a seperate % based on each terrain type.

Quote:
Usually I cast 8 water gems underwater spell on each of my water provinces as soon as I can, but should I also cast all non-elemental type of search spells, looking for nature, death, astral, blood? Obviosly there are different names for the magic sites on the survace and underwater, but is overall effect still the same? Or do sea provinces tend to have more water-producing sites but less nature (or other types) producing sites?
You can have nature, astral, death and blood underwater, they just have a different set of seeded magical sites.

Quote:
And Last question - I think it is possible for province to contain more than 4 different sites, I've seen it now and than. Does it only happen due to random event (like with random event that gives you new Mine site for example, or Earth Caves, etc.)? Or "magic level 0 sites" (the one that you detect automaticallly when you conquer the province - like Library, Arena, etc.) do not count toward "max 4 sites per province" limit. Or both?
1 Fort, 1 Lab, 1 Temple, 4 Magical Sites (everything else that doesn't fit those).

[ April 03, 2004, 00:13: Message edited by: Zen ]
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Old April 3rd, 2004, 04:08 AM
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Default Re: Magic sites questions

[quote]Originally posted by Zen:

Quote:
Now does anybody know how much Mountains and each other "good" land types add to this 50% chance?
Quote:
Alot? I'd say a good average is 3/4 of the slots are filled. Though I have no hard #'s, if JO or KO feel the need they may post the %.
I see. Without hard numbers, do you by any chance know if Forest is better than Waste/Swamp for finding magic sites? And is it correct that Mountains give you best modifier for finding magic sites? And what about sea provinces - are they the same as "Plains" as far as magic sites frequency is concerned (0 modifier)?



Quote:
Also what are the calculations if there are more than one terrain type present? Do they add? Multiply? (Like in case of Mountain/Forest/Farmland province for example)
Quote:
From my using the commands it only adds a certain terrain type to the seed for possible magical site types. I haven't seen any more frequent Magic Sites in a terrain labeled Forest/Mountain. Though it could reasonably be a seperate % based on each terrain type.
Hmm. Anybody else have some info on it? I always tried to search mountain/forest provinces first when I had the choice, beacuse I assumed that positive modifiers somehow add to each other. But I have no idea if it is really the case.

And what about let's say Mountain/Farmland province? Is it better than Plains or worse for magic searching?

Quote:
And Last question - I think it is possible for province to contain more than 4 different sites, I've seen it now and than. Does it only happen due to random event (like with random event that gives you new Mine site for example, or Earth Caves, etc.)? Or "magic level 0 sites" (the one that you detect automaticallly when you conquer the province - like Library, Arena, etc.) do not count toward "max 4 sites per province" limit. Or both?
Quote:
1 Fort, 1 Lab, 1 Temple, 4 Magical Sites (everything else that doesn't fit those). [/qb]
But what sites does not fit "4 magical sites" criteria? Any site that doesn't ptoduce magic gems? Sites that comes from random events? Some "level 0" sites found automatically like Arena?

[ April 03, 2004, 02:12: Message edited by: Stormbinder ]
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Old April 3rd, 2004, 04:31 AM

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Default Re: Magic sites questions

Quote:
Originally posted by Stormbinder:
I see. Without hard numbers, do you by any chance know if Forest is better than Waste/Swamp for finding magic sites? And is it correct that Mountains give you best modifier for finding magic sites? And what about sea provinces - are they the same as "Plains" as far as magic sites frequency is concerned (0 modifier)?
Mountains have the best chance for magical sites. The types you most often find are Earth though. The best place to find Nature sites is Forest, best place to find Fire sites is Barrens, Water sites Swamps along with Death.

Quote:
And what about let's say Mountain/Farmland province? Is it better than Plains or worse for magic searching?
Definitely better, 3/4 of the slots as I said before.

Quote:
But what sites does not fit "4 magical sites" criteria? Any site that doesn't ptoduce magic gems? Sites that comes from random events? Some "level 0" sites found automatically like Arena?
Anything that is not a Lab, Fortress, or Temple is a Magical Site. Arena, Library, Clam Field, Copper Mine, etc.
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Old April 3rd, 2004, 05:07 AM
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Default Re: Magic sites questions

Excellent, thank you. That answers almost all my questions.

Now if I only could lure a developer here here to give us some cold hard numbers on these land types modifiers...


And I still want to know if multiply modifiers affect each other. If I understood your correctly you have said that you don't think so but that you are not sure. Anybody else can comment on this one?

P.S. Just to clariy - you feel that because Forest lands are better for Nature, Barrens (meaning Waste?) better for for Fire and Water/Death for Swamp, those land-types should be first one to be seached for these elements, even if there are Mountains (which gives you the best _general_ modifier) available, correct? And what about sea province? Are they the same as Plains in both magic site frequency (0 modifier) and no preferable element type? (the obvious pereferable element for the sea provinces would be water of course, but I don't seem to be fiding that many water sites in the ocean in my games.)
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