.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Raging Tiger- Save $9.00
winSPMBT: Main Battle Tank- Save $6.00

   







Go Back   .com.unity Forums > Illwinter Game Design > Dominions 3: The Awakening > Scenarios, Maps and Mods

Reply
 
Thread Tools Display Modes
  #1  
Old March 13th, 2007, 10:53 PM
DrPraetorious's Avatar

DrPraetorious DrPraetorious is offline
Major General
 
Join Date: Feb 2005
Location: Lake of Hali, Aldebaran, OH
Posts: 2,474
Thanks: 51
Thanked 67 Times in 27 Posts
DrPraetorious is on a distinguished road
Default Complete Site List with Stats (but hard to read)

On the basis of limited checks this seems to be correct.

The only missing info is the guards, which is presumably part of a different array. There's one column that I'm not sure what it does.

Only took me a couple hours to put this thing together. If anyone wants to reformat it so that it's easier to read, great. Not my thing.

How to read it:
The Path and Rarity columns are pretty self-explanatory, and match to the number values used in the modding manual.

Each site has up to 5 powers, each of which has an argument.

Power1 corresponds to Argument1, Power2 corresponds to Argument2, and so forth.

The codes for powers and their arguments are (unused powers are not noted, but may do things - for example, I bet there's a power that generates temples):
Powers 1-8 are *gem income* - these are off by 1 from the ordinary path numbers (so fire is 1 instead of 0, etc.). Argument is the number of gems.

Power 10 is mysterious. Mine of the Cyclops, The Forges of Ulm and the Mine of Superior Iron all have it.

Power 11 is a recruitable troop. Argument is unit #.

Power 12 is a recruitable commander. Argument is unit #.

Power 13 is gold income. Argument is amount of gold.

Power 14 is resource income. Argument is number of resources.

Power 15 generates labs when found. Argument is just 1.

I bet Power 16 makes temples, but it isn't used.

Power 17 makes fortresses when found. Argument is fort #.

Power 18 is enter-to-summon - it's repeated for each unit that appears. The type of mage automatically matches the type of site. Argument is unit #.

Power 19 is unrest adjustment - argument gives amount. Negative numbers increase unrest. Note that negative numbers are represented as very bug numbers in the spreadsheet (sorry).

Power 20 is supplies adjustment. Argument gives amount.

Power 21 is spreads disease. Argument is presumably percent chance of disease.

Power 22 is enter for (argument) experience points.

Power 24 must be horrormarking. Argument is presumably chance.

Power 29 is capital-only-unit. Argument is unit #.

Power 30 is capital-only-commander. Argument is unit #.

Power 31 is increase scales:
Argument 0 -> Order
Argument 1 -> Productivity
Argument 2 -> Heat
Argument 3 -> Growth
Argument 4 -> Fortune
Argument 5 -> Magic

Power 32 is *decrease scales*. Same arguments.

Power 57 is enter to summon void monsters. Argument is always 20 - might be base chance of success.

Power 60+X is a bonus for a given school of magic. Argument is %.

Power 67 is destroy undead. Argument probably related to damage output or chance killed.

Power 68 is presumably destroy demons.

Maybe power 69 would destroy mbeings? That'd be cool.

Power 70 is probably remove battle afflictions. Argument would presumably be % chance.

Power 71 must be curse. Argument is presumably % chance.

Power 72 is enter-to-scry Which means that enter-to-cast-(fill-in-spell) is probably not possible .

Power 192 is enter for adventure. I don't know what the argument means - the forgotten city is 10 and the city of the damned is 7. Difficulty?
Attached Files
File Type: zip 503838-Sites_Dump.zip (87.4 KB, 213 views)
__________________
If you read his speech at Rice, all his arguments for going to the moon work equally well as arguments for blowing up the moon, sending cloned dinosaurs into space, or constructing a towering *****-shaped obelisk on Mars. --Randall Munroe
Reply With Quote
  #2  
Old March 14th, 2007, 04:10 AM
Edi's Avatar

Edi Edi is offline
National Security Advisor
 
Join Date: Oct 2003
Location: Helsinki, Finland
Posts: 5,425
Thanks: 174
Thanked 695 Times in 267 Posts
Edi is on a distinguished road
Default Re: Complete Site List with Stats (but hard to rea



*Christmas comes early*



Code diving again?

Thanks for this, it will allow me to complete the site masks for the DB. It'll also allow me to verify a few things I had to assume carried over from Dom2. After I've gone through this, I might be able to help you decode a couple of the codes you aren't certain about right now based on what I know.

Edi
Reply With Quote
  #3  
Old March 14th, 2007, 05:31 AM
Edi's Avatar

Edi Edi is offline
National Security Advisor
 
Join Date: Oct 2003
Location: Helsinki, Finland
Posts: 5,425
Thanks: 174
Thanked 695 Times in 267 Posts
Edi is on a distinguished road
Default Re: Complete Site List with Stats (but hard to rea

Some clarifications on above list:
  • P10 This power could be extra resource bonus for castles built in this province. It used to be in DomPPP that Forges of Ulm generated extra resources, but in Dom2 that was changed for Ulmish castles to get a resource bonus. This is presumably a similar effect that anybody can get the benefit of if they build a fort on top of a Mine of Superior Iron.
  • P16 This does indeed generates temples when found. It can hardly be anything else. Dom2 had a common unholy site named Unholy Temple which produced a temple on discovery. It was mainly only useful for Ermor and was removed in Dom3 when all unholy sites became various other types of sites (mostly holy, death or nature).
  • P21 Disease Argument is percentage of each unit getting hit with disease every turn they stay in the province.
  • P24 Horror Mark Argument is percentage of each unit getting hit with a horror mark every turn they stay in the province.
  • P67 Holy Power This is the power that only kills undead and results in the message "Your undead units in <province name> are being killed by a holy force native to this province." The argument is percentage chance of each undead unit being hit with dmg 10 AN magical attack.
  • P68 Holy Fire This is the Holy Fire effect that produces message "Your undead and demonic troops in <province name> are being hit by holy fire". The argument is percentage chance of each undead or demonic unit being hit with dmg 10 AN magical attack.
  • P71 Curse Argument is percentage of getting cursed every turn the unit stays in province.
  • P192 Argument is probably percentage chance of actually getting something useful such as items out of this. Anybody who sends a commander into one of those sites should be prepared to kiss him goodbye. On a test map, my rainbow 4 spectral mage had a hard time getting out of them alive what with being hit by seevral damage-causing traps each turn and needing to fight horrors and void monsters in the Forgotten City and hordes of ghosts and other undead in City of the Damned.
Reply With Quote
Reply

Bookmarks


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 03:19 AM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2024, Shrapnel Games, Inc. - All Rights Reserved.