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  #1  
Old September 21st, 2003, 09:33 PM

johan osterman johan osterman is offline
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Default Re: Themes

Quote:
Originally posted by Pocus:
are you using photoshop for the drawing effects we see on the maps of Doms II? Does a document list some guidelines on how to make a map (the graphical file I mean), which have the same style than yours? Not everyone is a graphical artist (I'm not), so if you tell me that I should use RGB(x,y,z) with a stony texture to draw , I could appreciate.
Kristoffer used gimp to draw most of the maps.

There is currently no such document.
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  #2  
Old September 21st, 2003, 11:34 PM
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Kristoffer O Kristoffer O is offline
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Default Re: Themes

The first maps made for Dom II was made without thoughts on further mapmaking. Layers were flattened and canvas added without second thoughts. When I started on new maps I gradually found this annoying and the newer maps are made in lots of layers and Versions so I can cut and paste mountains, forests and specials at will.

I have considered making a mapmaking kit (a couple of mountains forests and trees that players can cut and paste into their own maps). This will hopefully lead to more maps and scenarios.

Just save the map image as a TGA file (one layer and no alpha). I believe thats all. White dots (one pixel) in each province. Borders arn't necessary, but editing will be easier if you have red borders as the computer tries to find borders by itself if you want.

BTW, did you make any maps? I can help you finish half finished maps if you like.

[ September 21, 2003, 22:38: Message edited by: Kristoffer O ]
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  #3  
Old September 22nd, 2003, 04:50 AM
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Default Re: Themes

Thanks for the info. Sounds really cool.

So Pythium will have a special commander under one theme, and Ulm will have a random pick mage… what about Man? Can you give us any details about what special themes will be available to Man?
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  #4  
Old September 22nd, 2003, 06:59 AM
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Default Re: Themes

Man will have Last of Tuatha. Maybe the Illwinter crew/ betatesters should tell us more about that theme...
The they could tell about Diabolic Faith, Carrion Woods, Helgård and Midgård and Living Ermor and...


[ September 22, 2003, 05:59: Message edited by: Nerfix ]
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  #5  
Old September 22nd, 2003, 07:20 AM
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Default Re: Themes

hmm…Last of the Tuatha?

Comments, Illwinter developers?
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  #6  
Old September 22nd, 2003, 09:09 AM

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Default Re: Themes

Quote:
Originally posted by Kristoffer O:

BTW, did you make any maps? I can help you finish half finished maps if you like.
nope. Mainly because of a new born child and a changing job environment

But dont worry. I do what I say, and my Elric map is the example of this. Starting with mid october, I will have one less worry, so more time for dominions map making.

I will at least make one map for dominions II, a map I have in mind since I play doms I : Beleriand and the Wars of Morgoth (for those who dont know, it is Tolkien's first Age, the Age where Balrogs were counted by dozens). A huge and impressive work, and at the time of doms one I felt that the game was too much lacking in scenario support, thus my numerous questions toward you asking for added scripting possibilities.

Now that we are at this, do you plan to add renforcements as a script command in a patch, one day? all we need is that the #commander and #units command accept an additional parameter, that is the number of turn the force is created. That would ask for more coding in the binary, sure. Generally speaking, do you plan to improve the scripting langage after the game is released? I know you added multi provinces victory conditions, but thats IMO not enough to do complex scenarios.

Also several problems remains, for example adding a fortress and independants, will lead to indeps being inside. So in essence you give freely to the player the exterior, and a single scout can besiege the fortress.

I know that some other players indulge themselves in mapmaking. If you consider adding additional commands in the script language, then we can perhaps suggest what we would need the most?
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  #7  
Old September 22nd, 2003, 10:44 AM
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Default Re: Themes

here is some info about Midgard: In this theme the power of the Vanir has dwindled and human influence has increased. You lose the Boars, Valkyrjar, Dwarven Smith and Vanadrott. But you gain the Völva (a human seeress with Astral 2) and the Galderman (a versatile mage with Air 2 and two random magic skills).

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