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June 16th, 2008, 04:46 PM
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Guest
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Join Date: May 2008
Posts: 46
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#knownfeature and maps; aka \"the Disappearing Act\"
So, this is starting to annoy me somewhat and I could really use some help. Using #knownfeature on anything except a starting province appears completely random. Of course, things are rarely actually random, so if someone could explain it, that'd be great.
If I use #knownfeature on my home province, it works out great. I can put anything there, be it some underwater castle magic site or a forest in a barren - I always, 100% guarenteed, get whatever I try to get.
But when I do it to a province that's going to take a couple of turns to get to, it appears completely random. SOMETIMES, the magic site is there. SOMETIMES only 2/3 of the magic sites are there. SOMETIMES there's no magic sites at all.
Is there some system to this that I'm missing? I'm trying to make a custom map with a lot of pre-placed magic sites (i.e. if the map shows a building, cave, tower or pillar there, odds are that there'll be a cave/mine, tower/pillar or other magic site there - at least that's the goal).
What gives?
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June 16th, 2008, 04:52 PM
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Lieutenant General
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Join Date: Sep 2007
Posts: 2,691
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Thanked 39 Times in 31 Posts
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Re: #knownfeature and maps; aka \"the Disappearing Act\"
do the same provinces show each time or do some show all the time and some never..
post the lines of your provinces
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June 16th, 2008, 04:56 PM
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National Security Advisor
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Join Date: Sep 2003
Location: Eastern Finland
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Re: #knownfeature and maps; aka \"the Disappearing Act\"
Use #killfeatures first. Random sites are assigned first, and any #knownfeatures that are added after the fourth total site are ignored. If you get one of three #knownfeatures, the province already had three sites etc.
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June 16th, 2008, 05:04 PM
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Guest
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Join Date: May 2008
Posts: 46
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Re: #knownfeature and maps; aka \"the Disappearing
Quote:
Endoperez said:
Use #killfeatures first. Random sites are assigned first, and any #knownfeatures that are added after the fourth total site are ignored. If you get one of three #knownfeatures, the province already had three sites etc.
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Ah! Of course! Thanks, that will probably work!
Just one question, though; Will this prevent future random sites? Say that I do:
#setland 111
#killfeatures
#knownfeature "Howling Gorge"
Will this prevent me from finding future, random sites? Will I actually have to assign #feature to find something there, later?
Again, thanks.
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June 16th, 2008, 09:42 PM
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Colonel
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Join Date: May 2005
Location: Kansas, USA
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Re: #knownfeature and maps; aka \"the Disappearing
Yes. It will wipe out all of the random sites that would have been placed by the game, so #feature is what you would need to place some hidden sites for future discovery.
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June 17th, 2008, 07:34 AM
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First Lieutenant
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Join Date: May 2007
Location: Reading, PA
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Re: #knownfeature and maps; aka \"the Disappearing
You will also notice that the provinces where your #known feature was placed have 4 sites, which was what pushed it out.
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June 16th, 2008, 05:00 PM
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Guest
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Join Date: May 2008
Posts: 46
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Re: #knownfeature and maps; aka \"the Disappearing
Post the lines? Really, it's very straightforward, it's basicly:
#setland 109
#knownfeature "The Hidden Kingdom of Elludia"
#knownfeature "Totem Collection"
Last game, only Totem Collection showed up. The game before that, none of them.
Rinse and repeat with different setland # and knownfeatures. Like I said, this always work for my starting province, no matter what I put in it - but in other provinces, it appears to be random wheter or not they show up.
Another custom province is:
#setland 111
#knownfeature "Howling Gorge"
#knownfeature "Academy of High Magics"
#knownfeature "White Man Hill"
#poptype 34
#lab
One game, Howling Gorge and AoHM showed up just fine. Last game, only WMH showed up. This is incredibly annoying, since I have to play for an hour or so every time I want to see if this works out or not. And these are just two examples.
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