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October 29th, 2008, 02:22 PM
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National Security Advisor
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Join Date: Oct 2003
Location: Helsinki, Finland
Posts: 5,425
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Re: Faerun 466 - Now with Adventure Map!
If it is guarded by something that chews iron ore and spits out nails, it's a fairly safe bet that #killfeatures is in play.
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October 29th, 2008, 02:43 PM
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Second Lieutenant
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Re: Faerun 466 - Now with Adventure Map!
Well, then that's something you might want to change. 
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October 29th, 2008, 05:11 PM
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National Security Advisor
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Re: Faerun 466 - Now with Adventure Map!
Quote:
Originally Posted by konming
Well, then that's something you might want to change. 
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Why? There are no map commands that make it more likely to give rare sites or powerful sites, so eventually people will know some of the good provinces to go for.
If I remove the #killfeatures command from those provinces, there might be a crapload of defenders there, but they could end up guarding a list that looks like
Brigand Lair
Tar Pits
Battlefield
Iron Cliff
for a grand total of +5 unrest, 1F, 1D, 1E or equivalent.
Of course, the more likely outcome is that there will be something random and something scripted (depending on site frequency, higher is worse for scripted if #killfeatures is not in play).
It's a difficult balancing act to do, which is why some provinces are going to stay killfeatured. Some may change.
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October 29th, 2008, 05:25 PM
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Second Lieutenant
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Re: Faerun 466 - Now with Adventure Map!
I should have said it clearly. You currently do not have #killfeatures for province 161. So you might want to add it. 
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October 29th, 2008, 05:38 PM
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Second Lieutenant
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Re: Faerun 466 - Now with Adventure Map!
I just started a test game, and I started in province 453. It hasonly 4 neighbors. Two of them are heavily garrisoned. I think it is better not to count the big garrison province as a neighbor for starting provinces.
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October 29th, 2008, 06:04 PM
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National Security Advisor
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Join Date: Oct 2003
Location: Helsinki, Finland
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Re: Faerun 466 - Now with Adventure Map!
Quote:
Originally Posted by konming
I just started a test game, and I started in province 453. It hasonly 4 neighbors. Two of them are heavily garrisoned. I think it is better not to count the big garrison province as a neighbor for starting provinces.
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I know. I'm actually right now in the middle of fiddling with the map file to fix the known border issues (326/327), province 453 needing to be nostart, as well as a few other nostarts, adding in one more special province (Hello, Szass Tam in Northern Thay!), deleting Corwell and Caer Callidyrr from the scripted lists (they get bigger pop unscripted) and modifying some terrains in some provinces I just caught.
Oh, and Raurin Desert, I just checked it. Not being killfeatured was a deliberate decision with that one, but not a very good one in hindsight. The scripted sites are good, but just changing their order makes the thematically better ones appear with more regularity. They might get overwritten with the current settings and there are too many common sites that are not so good, so getting a rare one would not be guaranteed. With the scripted sites it's a guaranteed 8 gem income of various types (FAESD) plus a little something from one site, so the #killfeatures is definitely going in.
Suspect design decisions like that omission tend to happen when you edit map files at 1:30 in the morning. 
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October 29th, 2008, 06:20 PM
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National Security Advisor
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Join Date: Oct 2003
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Re: Faerun 466 - Adventure Map! (UPDATED!)
The fixed map files have been uploaded. See first post for location.
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October 29th, 2008, 06:49 PM
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Second Lieutenant
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Re: Faerun 466 - Adventure Map! (UPDATED!)
Great! Thanks!
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October 29th, 2008, 09:20 PM
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Lieutenant General
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Re: Faerun 466 - Adventure Map! (UPDATED!)
My last suggestion for a underdark map didn't have a reply I was wondering
a. you don't like the idea
b. you don't have time for it
c. something else
I've seen a pretty nice underdark map now of good quality and my idea would be to add the underdark but with obviously less province than faerun it self but it as good potential for some nice province and could make for some well defended shortcuts across the map and a nice starting site for a cave nation.
__________________
Want a blend of fantasy and sci-fi? Try the total conversion Dominions 3000 mod with a new and fully modded solar system map.
Dragons wanted? Try the Dragons, Magic Incarnate nation.
New and different undead nation? Try Souls of Shiar. Including new powerfull holy magic.
In for a whole new sort of game? Then try my scenario map Gang Wars.
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October 30th, 2008, 04:30 AM
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National Security Advisor
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Join Date: Oct 2003
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Re: Faerun 466 - Adventure Map! (UPDATED!)
If you can point me to a suitable Underdark Graphic, why not, but there are the following problems: - not enough time
- it requires altering the map graphics, which means completely redoing all names, terrains and borders, so in effect a different map
- I do have other interests besides Dom3 and aside from the bug list etc, I feel like doing some of those for a time, since spending all my free time on Dom3 related stuff, especially if it's not playing, is liable to cause Dom3 fatigue. That's not a good thing.
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