|
|
|
 |

February 8th, 2004, 04:56 PM
|
Sergeant
|
|
Join Date: Jan 2004
Location: Moloch\'s Pit of Fiendish Delights
Posts: 200
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Seeking map or need advice on making it
Quote:
Originally posted by Gandalf Parker:
you can set the population of a coastal region to those Icthy guys. They have land/water commander/troops.
|
"Icthy guys"? Don't see anything in the docs as a poptype that looks like that.
Quote:
But again I dont think water needs boosted.
|
You mean that I shouldn't be adding a way for land-based troops to recruit amphibious units? Just let the game decide if it wants to put anything in? If I did that, and someone decided to play as or against R'lyeh or Atlantis, land-based armies would have to forge water-breathing items. You think that's enough?
|

February 8th, 2004, 06:20 PM
|
 |
Shrapnel Fanatic
|
|
Join Date: Oct 2003
Location: Vacaville, CA, USA
Posts: 13,736
Thanks: 341
Thanked 479 Times in 326 Posts
|
|
Re: Seeking map or need advice on making it
How odd. I dont see a number for them either. But they do show up and are an independent race. I would ask Illwinter about that.
As for water-boosting, yes it might take water breathing equip but thats not hard to get in water or air paths. And many natons have ways of entering the water. Water mages, death mages (for undead troops), the water cult theme, the sea-farer nations (marignon, vanheim). There are also quite a few pretender choices that make water an option. If a player feels the water is going to be important then its not hard to build for it without being a water nation.
__________________
-- 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!)
|

February 8th, 2004, 07:16 PM
|
Sergeant
|
|
Join Date: Jan 2004
Location: Moloch\'s Pit of Fiendish Delights
Posts: 200
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Seeking map or need advice on making it
Yep. I'm getting the gut feeling (early guess) that ppl will vote to let the players deal with it, and not have me add specific recruitment sites. I want to take a sec to thank you (and everyone who has responded) for your constant feedback. Though I may be able to make a map look halfway decent, I'm still limited in my knowledge of gameplay, and I value the opinions of those with more experience.
Edit:
Ugh, looks like I've underestimated castle/temple size and placement. As seen here:
http://www.techno-mage.com/~targa/ca...emple_size.jpg
They've been placed on top of and across the river.  Gah. Once you change the dot placement, Dom2 renumbers all the provinces, since province number is based on location in X/Y axis....which means all the neighbors and stuff will be whacked out. Back to the drawing board. Guess I'll have to calculate pixel dimensions/placement and save it for future map-making reference.
Edit2:
Aha! Thank you Illwinter for making #defaultmapzoom option! Fixed.
[ February 08, 2004, 18:44: Message edited by: Targa ]
|

February 10th, 2004, 12:36 AM
|
 |
First Lieutenant
|
|
Join Date: Sep 2003
Location: Bordeaux, France
Posts: 794
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Seeking map or need advice on making it
Quote:
Originally posted by Targa:
Edit2:
Aha! Thank you Illwinter for making #defaultmapzoom option! Fixed.
|
Does #defaultmapzoom work now? I tried playing with it a bit before the 2.06 patch, and didn't notice a difference - how does it work?
|

February 10th, 2004, 01:21 AM
|
Sergeant
|
|
Join Date: Jan 2004
Location: Moloch\'s Pit of Fiendish Delights
Posts: 200
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Seeking map or need advice on making it
Quote:
Originally posted by PhilD:
Does #defaultmapzoom work now? I tried playing with it a bit before the 2.06 patch, and didn't notice a difference - how does it work?
|
Well, logically you might think that #defaultmapzoom means when a player loads the map, it starts at a specific zoom in/out level. Nope. It sets the "relative zoom" of sprites on the map. Saved me alot of work!
Take a look at this sample picture:
http://www.techno-mage.com/~targa/borders.jpg
These are two identical screenshots. As you can see, in the one on the left, the castle/temple combo is slightly larger than the green square. On the right, they're about the size of the smaller blue square. The left one is #defaultmapzoom 1.0, the right, 2.0. The larger the number you use, the "farther away" you appear to be (hence, smaller). So at 2.0 you can have very small provinces and the buildings still fit.
Edit: Just realized that after fixing some minor problems with the .map file I forgot to add that in the release Version! Oops. 
[ February 09, 2004, 23:37: Message edited by: Targa ]
|

February 10th, 2004, 05:24 PM
|
Major General
|
|
Join Date: Sep 2000
Location: Georgia, USA
Posts: 2,487
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Seeking map or need advice on making it
Quote:
Originally posted by Gandalf Parker:
How odd. I dont see a number for them either. But they do show up and are an independent race. I would ask Illwinter about that.
|
Ichithids . . . Ichitids . . . something like that. My brain isn't recalling the exact name right now.
They definitely exist though. Little blue and pink fellers! There's a few scattered about in the opening picture for the Feb. Computer Games article on the game, actually.
|

February 10th, 2004, 05:28 PM
|
 |
Major General
|
|
Join Date: Aug 2000
Location: Mountain View, CA
Posts: 2,162
Thanks: 2
Thanked 4 Times in 4 Posts
|
|
Re: Seeking map or need advice on making it
Icthyids?
__________________
Are we insane yet? Are we insane yet? Aiiieeeeee...
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|