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January 10th, 2007, 05:17 PM
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Shrapnel Fanatic
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Join Date: Oct 2003
Location: Vacaville, CA, USA
Posts: 13,736
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Re: Map QuickRef
There is more docs available at
http://www.dom3minions.com/docs/
I could easily number the lists (its a single command in linux) but someone would need to quickly verify the numbers as matching up. Usually Johans list start with 0
I should point out that anyone working on the
A) SemiRandom Provinces program to scatter logical provinces on the map
B) random AI assignment
C) more logical scattered monsters/units as surprises
then I feel I should mention that there are game changes in the works that will override your projects. I only feel obligated because I remember lots of time and effort put into map editors, map generators, AI boosters which later became dead projects when Johan added the features to the game. *sigh*
__________________
-- DISCLAIMER:
This game is NOT suitable for students, interns, apprentices, or anyone else who is expected to pass tests on a regular basis. Do not think about strategies while operating heavy machinery. Before beginning this game make arrangements for someone to check on you daily. If you find that your game has continued for more than 36 hours straight then you should consult a physician immediately (Do NOT show him the game!)
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January 10th, 2007, 05:40 PM
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Second Lieutenant
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Join Date: Oct 2006
Location: Toulouse, FRANCE
Posts: 436
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Re: Map QuickRef
Yes I know of http://www.dom3minions.com/docs/, very useful.
You extracted those info using unix command string, isn't it ?
Quote:
I could easily number the lists (its a single command in linux) but someone would need to quickly verify the numbers as matching up. Usually Johans list start with 0
I should point out that anyone working on the
A) SemiRandom Provinces program to scatter logical provinces on the map
B) random AI assignment
C) more logical scattered monsters/units as surprises
then I feel I should mention that there are game changes in the works that will override your projects. I only feel obligated because I remember lots of time and effort put into map editors, map generators, AI boosters which later became dead projects when Johan added the features to the game. *sigh*
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Thanks for the warning, I'd hate to work for nothing.
That's why my main work currently is first a library of function that will make further modding and editing easier.
I hope to have a first version done by this week-end, that will allow to remake (once again) your basic random script with just a few lines of perl code. (I plan to upload both the first version of the library and this script as an exemple)
With the way I'm doing things, the library should keep working whatever new option came in future patch, and will be easy to extend to new commands. It's not stellar programming, but it will do the job, and do it well. (if there's one thing Perl has been created to do, it *is* parsing and creating text files  )
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January 10th, 2007, 05:55 PM
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Shrapnel Fanatic
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Join Date: Oct 2003
Location: Vacaville, CA, USA
Posts: 13,736
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Thanked 479 Times in 326 Posts
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Re: Map QuickRef
Ask and it shall appear...
http://www.dom3minions.com/docs/terrain_math.txt
Those are two different versions of the bit_math that modifies the terrain settings. Is that what you wanted?
__________________
-- DISCLAIMER:
This game is NOT suitable for students, interns, apprentices, or anyone else who is expected to pass tests on a regular basis. Do not think about strategies while operating heavy machinery. Before beginning this game make arrangements for someone to check on you daily. If you find that your game has continued for more than 36 hours straight then you should consult a physician immediately (Do NOT show him the game!)
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January 10th, 2007, 06:17 PM
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Second Lieutenant
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Join Date: Oct 2006
Location: Toulouse, FRANCE
Posts: 436
Thanks: 150
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Re: Map QuickRef
Yeesss !
This will allow me to finish my get_terrain_types_from_code() function !
Bu what does "firesite" and others do exactly ?
Special sites are supposed to be set with the #feature and #knowfeature commands.
Is it for a random fire site ? A placeholder for future specials (such à the cave province added in 3.04) ?
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January 10th, 2007, 06:33 PM
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Shrapnel Fanatic
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Join Date: Oct 2003
Location: Vacaville, CA, USA
Posts: 13,736
Thanks: 341
Thanked 479 Times in 326 Posts
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Re: Map QuickRef
Apparently it allows the game to make more logical assignments of the random magic sites. So that you can mark a volcano as "should have fire sites" and a cave as "should have earth sites".
__________________
-- DISCLAIMER:
This game is NOT suitable for students, interns, apprentices, or anyone else who is expected to pass tests on a regular basis. Do not think about strategies while operating heavy machinery. Before beginning this game make arrangements for someone to check on you daily. If you find that your game has continued for more than 36 hours straight then you should consult a physician immediately (Do NOT show him the game!)
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January 10th, 2007, 06:37 PM
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Second Lieutenant
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Join Date: Oct 2006
Location: Toulouse, FRANCE
Posts: 436
Thanks: 150
Thanked 21 Times in 13 Posts
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Re: Map QuickRef
Quote:
Gandalf Parker said:
Apparently it allows the game to make more logical assignments of the random magic sites. So that you can mark a volcano as "should have fire sites" and a cave as "should have earth sites".
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Ok I see : it's well known that some terrain types can influence what sites are found (such as an increased chance of nature site in a forest), and with this we can add "flavor" types further influencing sites distribution.
Yes, I see what good usage I could make of that, hum ...
Note : 46 % of parsing function done (currently adding the #god command)
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