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

This Month's Specials

BCT Commander- Save $6.00
World Supremacy- Save $10.00

   







Go Back   .com.unity Forums > Illwinter Game Design > Dominions 2: The Ascension Wars

Reply
 
Thread Tools Display Modes
  #1  
Old April 13th, 2004, 08:54 PM
Kristoffer O's Avatar

Kristoffer O Kristoffer O is offline
General
 
Join Date: Aug 2003
Location: Sweden
Posts: 4,463
Thanks: 25
Thanked 92 Times in 43 Posts
Kristoffer O is on a distinguished road
Default Re: Arduria map + a new one in the works

But the VP is not taken until the fortress is stormed. Income-wise it might be a problem though.
__________________
www.illwinter.com
Reply With Quote
  #2  
Old April 13th, 2004, 09:15 PM

Crandaeolon Crandaeolon is offline
Private
 
Join Date: Apr 2004
Location: Finland
Posts: 21
Thanks: 0
Thanked 0 Times in 0 Posts
Crandaeolon is on a distinguished road
Default Re: Arduria map + a new one in the works

Quote:
But the VP is not taken until the fortress is stormed. Income-wise it might be a problem though.
Hm, that's true. Perhaps I should reduce the size of the VP provinces to alleviate the income problem... at least the 50k population one will need to be downsized.

UPDATE: Did a quickie fix. The neutral VP provinces were downsized to medium size and the #population modifier of the Forge was removed. Here's the new map file: mapfileonly.zip

The whole package was updated too.

[ April 13, 2004, 21:06: Message edited by: Crandaeolon ]
Reply With Quote
  #3  
Old April 13th, 2004, 11:54 PM

Jasper Jasper is offline
Major
 
Join Date: Sep 2003
Location: Oregon
Posts: 1,139
Thanks: 0
Thanked 0 Times in 0 Posts
Jasper is on a distinguished road
Default Re: Arduria map + a new one in the works

Quote:
Originally posted by Gandalf Parker:
I have that problem on my maps all the time. Im hoping for a command that will assign troops to patrol, or allow defence points for independents.
This is a very good idea. It's very annoying that you essentially can't put castles in the wealthy independent provinces that presumably would have them.

Some sort of #patrols perhaps, to make a particular leader and his troops as outside a province? Ideally independents with castles would always have additional patrollers.
__________________
brass-golem.com
Reply With Quote
  #4  
Old April 14th, 2004, 01:14 AM
Taqwus's Avatar

Taqwus Taqwus is offline
Major General
 
Join Date: Aug 2000
Location: Mountain View, CA
Posts: 2,162
Thanks: 2
Thanked 4 Times in 4 Posts
Taqwus is on a distinguished road
Default Re: Arduria map + a new one in the works

Patrolling would make sense, so long as independents are excepted from the "patrollers removing unrest kill pop" because otherwise there'll be problems once somebody's dominion reaches them.
__________________
Are we insane yet? Are we insane yet? Aiiieeeeee...
Reply With Quote
  #5  
Old April 15th, 2004, 06:25 PM
PhilD's Avatar

PhilD PhilD is offline
First Lieutenant
 
Join Date: Sep 2003
Location: Bordeaux, France
Posts: 794
Thanks: 0
Thanked 0 Times in 0 Posts
PhilD is on a distinguished road
Default Re: Arduria map + a new one in the works

Quote:
Originally posted by Crandaeolon:

Here's a map that I banged together during the Easter holidays. It's not all that artistic, but it'll have to do for the moment.
The really cool thing is, my Easter holidays are just coming

The less cool thing is that I've got a lot to do the next week
Reply With Quote
  #6  
Old April 16th, 2004, 08:34 AM

Zeikko Zeikko is offline
Corporal
 
Join Date: Mar 2004
Location: Kerava, Finland
Posts: 57
Thanks: 0
Thanked 0 Times in 0 Posts
Zeikko is on a distinguished road
Default Re: Arduria map + a new one in the works

The map looked very cool, but when I tested it and saw many problems there. Many neighbohor provinces weren't connected, and some starting places were many times better than others.

I started on the grey place at south, and all provinces had income 2-10 so I had almost 20 useless coastal provinces and I lost immiadately when atlantis attacked because my income was only 200, and 100 came from the capital.
__________________
Calrea mod thread:
http://www.shrapnelgames.com/cgi-bin...;f=74;t=001942
Calrea web page:
http://calrea.hehkulamppu.net
Reply With Quote
  #7  
Old April 16th, 2004, 04:40 PM

Crandaeolon Crandaeolon is offline
Private
 
Join Date: Apr 2004
Location: Finland
Posts: 21
Thanks: 0
Thanked 0 Times in 0 Posts
Crandaeolon is on a distinguished road
Default Re: Arduria map + a new one in the works

Quote:
Many neighbohor provinces weren't connected
That's odd. I didn't expect more than one or two connection "bugs". Could you list the provinces involved?

In many cases where provinces share a short border with a terrain feature on it, they're not supposed to be considered "connected". Same thing with lakes that are too small to have a water-dwelling population (the larger "lakes" are actually inner seas.)

Quote:
some starting places were many times better than others.
This is by design, since the map is based on a pseudo-realistic world. This means that not everyone's lot is equal. I have a strong personal dislike for symmetrical maps where everyone has equal resources in the vicinity and are equidistant from each other...

That "many times better" sounds a bit worrisome, though. Did you consider just the starting income and not, for example, the availability of magic sites which can translate into income via alchemy? The mountain regions should have much more magic sites than the richer farmlands.

Quote:
I started on the grey place at south, and all provinces had income 2-10 so I had almost 20 useless coastal provinces and I lost immiadately when atlantis attacked because my income was only 200, and 100 came from the capital.
Hm. The poor area around province #16 (your starting location, I believe) is fairly low-income, but should be rich in magic sites. Some fairly rich provinces are pretty near in the west. In one of my test games, I started from the same location and expanded west- and northwards. I also began systematic magic site searching early and alchemized gems to gold whenever I needed money in a pinch. Won the game, but it was by far the hardest. Perhaps I could add some mines into the mountain regions to make 'em more worthwhile.

The sea nations can be a balance problem, since there are so many sea provinces. I'll look into it some more.
Reply With Quote
Reply

Bookmarks

Thread Tools
Display Modes

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 06:48 AM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.