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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
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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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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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October 28th, 2006, 05:10 AM
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Major General
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Join Date: Nov 2000
Location: 500km from Ulm
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Re: Question to developers - magic sites
Quote:
tenryu1 said:
Well, it's not going to tell you if it's terrain restricted or it's rarity, but you will get information .. and level(based on gems if any).
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Sorry, but this doesn't work - gem generation is totally independant from site level ...
Quote:
Another method might be to start a hotseat game with maximum human players, all you, and low independant strengths.
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You can set indies to "0", even ...
Quote:
Mod a "searcher unit" with 9 in paths 0-8,
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Better yet, make a level-1, a level-2, a level-3 and a level-4 searcher ...
__________________
As for AI the most effective work around to this problem so far is to simply use an American instead, they tend to put up a bit more of a fight than your average Artificial Idiot.
... James McGuigan on rec.games.computer.stars somewhen back in 1998 ...
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October 28th, 2006, 06:57 AM
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First Lieutenant
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Re: Question to developers - magic sites
Guys, it's all great but that's not what I after. Remember, the ultiate goal here is to establish which type of terrains is best suited for each type of magic.
To do this precisely, you need list of all sites (which I finally got today), their rarity (got it), and knowledge of how exactly Dom mechanic works in regards of common/uncommon/rare flags (need to find out!).
I also need to know terrain modifiers for magic site chances.
You see, I want to know what is the best order of searches for each terrain type.
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October 28th, 2006, 09:23 AM
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Second Lieutenant
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Re: Question to developers - magic sites
I don't think you can get the level of optimiztion you're looking for. From long experience, the type of magic site found isn't correlated to the type of terrain strongly enough to make any real difference, if at all. For instance, one might think that Earth sites might be most likely to be found in mountains, or nature sites in forests, but this does not appear to be the case.
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October 28th, 2006, 11:59 PM
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First Lieutenant
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Join Date: Oct 2006
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Re: Question to developers - magic sites
Quote:
Truper said:
I don't think you can get the level of optimiztion you're looking for. From long experience, the type of magic site found isn't correlated to the type of terrain strongly enough to make any real difference, if at all. For instance, one might think that Earth sites might be most likely to be found in mountains, or nature sites in forests, but this does not appear to be the case.
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You are mistaken Truper. There are a lot of Earth sites that appear [/b]only[/b] in mountains. Considering the mechanic Dominion uses to allocate magic sites in provinces (which was explained by Kristoffer), this results in Mountains being the best terrain to look for Earth sites. The difference is subtle, but it's noticable.
(I've checked the sites list to confirm it)
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