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  #61  
Old July 9th, 2007, 12:49 AM
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Default Re: Province Editor v101 - Updated

7/08/07 - Replaced v100 with v101: Now supports RanDom ver 2.03 (SemiRandom ver 1.06) and the new "_OR_" tag which will allow placement of a single province file across a wide variety of terrain types.
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  #62  
Old July 9th, 2007, 03:11 PM
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Default Re: Province Editor v101 - Updated

Quote:
Can we get better valley recognition? At the moment its two ways out? Can we check for those two not connecting to each other? And then maybe add "box canyon" for the others?
It is a possibility.

Quote:
Do we have one way out? Are we making those caves?
Any province with border mountains and only one neighbor are automagically turned into caves.

Quote:
We should have a GAN file for "lost" that uses the new random site lists to make sure that a lost is filled with sites. Not caring what sites they are, just that they should be full.
There are a few gan files for lost provinces, but a "Multi" type that just fills magic sites would be a nice addition.


Quote:
Ah, never thought about the replace/add feature. R is what I would want at all times then, thought that would be the default.
Probably should have been. Sorry about that.

Quote:
on the Unique/common standpoint the low level stuff should be repeatable, but maybe only a few. For instance, I don't see why there can't be 4 or 5 spider provinces in a 400 province map. On the other hand, there should only be one city of the dead with a big named dracolich, so unique. Is there a way to moderate how many of the commons are placed within their province type constraints? For instance, even if hitting 100% randomized I wouldn't want every forest to be a spider forest.
I certainly wouldn't have a problem with 4 or 5 spider provinces, but those provinces should use some form of random name instead of just one name. That is the biggest reason that I changed it to unique.

Currently there are only two options. Unique & Multiple. But even at 100% randomized, it is very unlikely that you could get every forest province of one type as long as there are other types possible, and currently there are. My approach to Multiple type provinces is to make them highly random and pretty generic so that even if they appear next to each other, they should be quite different in many respects.


Quote:
Hey, the command that takes away the randomly assigned sites to make room for your custom ones...is that included in the editor, or do I have to add that line (and what is it?) manually? Thanks!!
What jutetrea said.


Quote:
Now to just figure out how to have a 200 province map and get about 50-60 of these sites in.
For a 200 province map with about 50 provinces modified, you should (in theory) be able to set the fiddlePercent to 25 est.
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  #63  
Old July 9th, 2007, 03:35 PM

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Default Re: Province Editor v101 - Updated

Thanks Ball! I'll get crackin' on some provinces after work tonight!
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  #64  
Old July 9th, 2007, 03:39 PM

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Default Re: Province Editor v101 - Updated

Would there be a way to make the "counterfaction" province right next door to the real faction? That would make sense for two reasons: 1) it makes sense that the rebel faction wouldn't be across the world from the main faction and 2) it's more fun to have the faction fight it's own, as it has more of a civil war flavor, than to have some other random faction fight them. Could we do this if we knew the province numbers for the map generated?

Either way, I'm so tired of X Tribe warriors and militia and heavy cavalry that it will be nice to just have provinces with national troops, no matter which nation you're playing.
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  #65  
Old July 9th, 2007, 04:25 PM
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Default Re: Province Editor v101 - Updated

Even better if people design them logically based on their favorite nation to play. The units, and equipment, that makes sense for Abyssia is very different than those for Caelum or Pangaea.

Sub-themes are fun to consider also. We have a Pangaea party province (pans and maenads), a centaur one with well armed archers, a harpy kamakazi one, and should come up with one for plant creatures.

Some of the nations are made up of some units that were conquered by someone else. That would lend itself to both the conquered breaking away to a new province, and the conquerers maybe breaking away in a purist movement.
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  #66  
Old July 9th, 2007, 10:13 PM
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Default Re: Province Editor v101 - Updated

Quote:
Would there be a way to make the "counterfaction" province right next door to the real faction? That would make sense for two reasons: 1) it makes sense that the rebel faction wouldn't be across the world from the main faction and 2) it's more fun to have the faction fight it's own, as it has more of a civil war flavor, than to have some other random faction fight them. Could we do this if we knew the province numbers for the map generated?
Not easily with the current design.
Might be a nice project for a scenario map? For that matter, you could take an existing SemiRandomized map and then manually adjust the inhabitants as you suggest around the placed start positions.


Quote:
Even better if people design them logically based on their favorite nation to play. The units, and equipment, that makes sense for Abyssia is very different than those for Caelum or Pangaea.

Sub-themes are fun to consider also. We have a Pangaea party province (pans and maenads), a centaur one with well armed archers, a harpy kamakazi one, and should come up with one for plant creatures.

Some of the nations are made up of some units that were conquered by someone else. That would lend itself to both the conquered breaking away to a new province, and the conquerers maybe breaking away in a purist movement.
Excellent ideas in there Gandalf.
Now fire up the Province Editor before you get distracted!
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  #67  
Old July 10th, 2007, 03:15 AM

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Default Pythium Rebel Faction - The (former) Empress Zoe

Ok...this took for flippin' ever. I'm sure there's tons wrong with it so Ball please look through it if you can.

This is my first time with a garrison and having multiple itemed and trooped commanders. I also attempted to have a communion going on outside the fortress. Also, I chose a Jade Sorceress to represent royalty of the Emerald Empire (they're both green, right?). If anyone could suggest a more appropriate chassis, please let me know. There aren't a lot of good female leader types, and a battle vestal chassis seemed a bit too...wholesome...for Zoe.

One thing is that a few different nations have Pythium's basic nationals, and therefore there were more than one unit number...I don't know if there is a difference, but if I put in the wrong ones let me know. Enjoy! More nations to come!

Filename: Stryke11-2_U_R_OR_PLN_EMT_MNT_SWP_FST_FRM_N_

--Description:
--After going through great pains to have the emperor of Pythium, her husband, assasinated, the empress Zoe watched her machinations backfire as the emperor's brother seized power. She was barely able to escape the capital with a few supporters before they were all captured. She found her way to this frontier province, were she is biding her time in relative safety and plotting anew.

#lab
#fort 40 --Fortress
#population 5000
#poptype 74 --Lt Inf, Lt Cav, Cataphracts
#commander 1386 --Legatus Legionis
#comname "Julius Constantious"
#additem "Sceptre of Authority"
#additem "Lucky Coin"
#additem "Dragon Helmet"
#additem "Chain Mail of Displacement"
#additem "Birch Boots"
#additem "Amulet of Missile Protection"
#additem "Amulet of Antimagic"
#bodyguards 10 7 --Emerald Guard
#units 15 3 --Serpent Cataphract
#units 20 1105 --Triarius
#units 20 1104 --Principe
#units 20 1103 --Hastatus
#units 20 50 --Slinger

#commander 42 --Theurg
#comname "Aetius"
#additem "Starshine Skullcap"
#additem "Robe of Missile Protection"
#additem "Boots of the Messenger"
#additem "Crystal Matrix"

#commander 42 --Theurg
#comname "Ammianus"
#additem "Starshine Skullcap"
#additem "Robe of Shadows"
#additem "Birch Boots"
#additem "Crystal Matrix"

#commander 538 --Theurg Communicant

#commander 538 --Theurg Communicant

#commander 538 --Theurg Communicant

#commander 538 --Theurg Communicant


| OUTSIDE THE CASTLE |
----------------------------------
#owner 23 -- after this, units are owned by special monsters
----------------------------------
| INSIDE THE CASTLE |


#commander 352 --Jade Sorceress
#comname "Zoe"
#additem "Faithful"
#additem "Shield of Valor"
#additem "Starshine Skullcap"
#additem "Robe of Shadows"
#additem "Birch Boots"
#additem "Amulet of Antimagic"
#additem "Dancing Trident"
#mag_air 4
#mag_astral 4
#bodyguards 10 7 --Emerald Guard

#commander 1386 --Legatus Legionis
#comname "Marcus"
#additem "Sceptre of Authority"
#additem "Lucky Coin"
#additem "Dragon Helmet"
#additem "Chain Mail of Displacement"
#additem "Birch Boots"
#additem "Amulet of Missile Protection"
#additem "Enormous Cauldron of Broth"
#bodyguards 10 7 --Emerald Guard
#units 40 7 --Emerald Guard
#units 25 51 --Battle Vestal
#units 5 2 --Old Standard
#units 40 1104 --Principe


#commander 41 --Arch Theurg
#comname "Lactantius"
#additem "Starshine Skullcap"
#additem "Robe of Shadows"
#additem "Boots of the Messenger"
#additem "Elixir of Life"
#additem "Spell Focus"
#additem "Shield of Valor"

#commander 42 --Theurg

#commander 42 --Theurg

#commander 42 --Theurg
#additem "Banner of the Northern Star"
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  #68  
Old July 10th, 2007, 09:53 PM
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Default Re: Pythium Rebel Faction - The (former) Empress Z

I am no expert on Pythium, but it looks good to me.
It wouldn't make any difference to me which Triarius I found in your province, but I believe the set you wanted would be #688 (and then 687 & 686 for Principe & Hastatus).

If it really concerns you, I recommend creating a generic game on a large map with all nations for a given era and set them all to human. Then you can view that nations recruitment. Get the unit info screen and then hit SHIFT+I to view the unit number for the one you want.

I'm not sure if Crystal Matrix works with Theurg Communicants or if you have to actually be using the Slave Matrix as well?

On setting population:
I keep seeing folks setting population to 5000. That is positively fine, but just so you know, you can leave that field blank and Dom3 will assign population values as usual. If you want to have no population at all, then assign '0'.

Overall, it is a very nice contribution and I look forward to taking that fortress from them in my next game.
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Map Forge - Map editor
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  #69  
Old July 11th, 2007, 01:09 AM

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Default Ulm Rebel Faction - Duke Gunter Von Karstein

Hey Ball, is there a way to restrict to a certain age? Both of my latest gans wouldn't make too much sense outside of middle age.

Ok, so here's tonight's rebel faction:

Stryke11-3_U_R_OR_PLN_EMT_MNT_SWP_FST_FRM_

--Description:
--Duke Gunter Von Karstein, dissatisfied with the direction the Iron Kingdom of Ulm was being led, raised no small portion of the Ulmish nobility against the current power structure. Even the normally steadfast order of Guardians was split by fissures over this rebellion. The loyalist forces, however, were victorious and though the support of the rebellion by the nobility was initially strong, many distanced themselves from Gunter after a few military blunders. Now what little remains of Gunter's forces are holed up in a fortress in this province, awaiting the inevitable counterattack.

#lab
#fort 41 --Castle
#poptype 27 --Militia, Archers, Hvy Inf
#feature "Earth Blood Seepage"

#commander 115 --Commander of Ulm
#comname "Hans Wurz"
#additem "Sceptre of Authority"
#additem "Black Steel Tower Shield"
#additem "Black Steel Helmet"
#additem "Black Steel Full Plate"
#additem "Boots of the Messenger"
#additem "Amulet of Antimagic"
#additem "Endless Bag of Wine"
#bodyguards 5 66 --Guardian
#units 20 72 --Black Plate Infantry
#units 20 68 --Black Plate Infantry
#units 20 74 --Black Plate Infantry

#commander 115 --Commander of Ulm
#comname "Karl von Brock"
#additem "Sceptre of Authority"
#additem "Black Steel Tower Shield"
#additem "Black Steel Helmet"
#additem "Black Steel Full Plate"
#additem "Boots of the Messenger"
#additem "Amulet of Antimagic"
#additem "Endless Bag of Wine"
#bodyguards 5 66 --Guardian
#units 20 76 --Black Plate Infantry
#units 20 78 --Black Plate Infantry
#units 20 80 --Black Plate Pikeneer

#commander 70 --Black Lord
#comname "Baron Graff"
#additem "Lightning Spear"
#additem "Black Steel Kite Shield"
#additem "Dragon Helmet"
#additem "Black Steel Plate"
#additem "Boots of the Messenger"
#additem "Bracers of Protection"
#additem "Girdle of Might"
#bodyguards 5 69 --Black Knight
#units 20 69 --Black Knight

| OUTSIDE THE CASTLE |
----------------------------------
#owner 23 -- after this, units are owned by special monsters
----------------------------------
| INSIDE THE CASTLE |

#commander 113 --Lord Guardian
#comname "Rutger Wold"
#additem "Halberd of Might"
#additem "Black Steel Helmet"
#additem "Chain Mail of Displacement"
#additem "Birch Boots"
#additem "Amulet of Antimagic"
#additem "Enormous Cauldron of Broth"
#bodyguards 5 66 --Guardian
#units 20 66 --Guardian
#units 20 66 --Guardian

#commander 325 --Master Smith
#additem "Earth Boots"
#additem "Flame Helmet"
#additem "Robe of Invulnerability"

#commander 325 --Master Smith
#additem "Rainbow Armor"
#additem "Earth Boots"
#additem "Amulet of Missile Protection"

#commander 325 --Master Smith
#additem "Pendant of Luck"
#additem "Earth Boots"
#additem "Elemental Armor"

#commander 70 --Black Lord
#comname "Duke Gunter Von Karstein"
#additem "Bow of War"
#additem "Spirit Helmet"
#additem "Chain Mail of Displacement"
#additem "Boots of Stone"
#additem "Amulet of Antimagic"
#additem "Elixir of Life"
#bodyguards 5 69 --Black Knight

As always, problems, corrections, hearty thanks? Let me know. Also, I am getting the feeling I may be overdoing the magic items a bit. I don't know if the conqueror will get all of them or if some will be lost. If they get all then I may need to tone it down for both of my rebellions. I just want the items to make the province harder. Maybe a 20% recovery rate would be ideal. Any ideas?
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  #70  
Old July 11th, 2007, 01:42 AM
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Default Re: Ulm Rebel Faction - Duke Gunter Von Karstein

Currently there is no way to restrict a province to a certain age. Not saying never, just not now.

At first look, I didn't see any problems, so I offer hearty thanks instead.

With the right units and a fair bit of effort, it is possible to retrieve quite a few items. Overall, I wouldn't worry about it too much (IMO).
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Map Forge - Map editor
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