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Old September 12th, 2006, 11:29 AM
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Boron Boron is offline
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Default Re: \'combat\' simulator\' possiblities in Dom3?

Quote:
PDF said:
Funnily, there was a combat simulator in Dom1, but the feature disappeared with Dom2 (and is not in Dom3 neither).

Still it's rather easy to make a "battle map", and setup an army in a map/scenario. What is difficult is to setup the research level determining which spells can be used...
Hm but at least you can mod in a super researcher and gem generator and thus research any spell you want to test in 1 turn on your testmap .

Unfortunately i never owned dom1, only played the demo, because i discovered the series only when dom2 was already out. How flexible was the dom1 combat simulator?
Could you simulate complex things there too?
Like several AQs with custom equipment and scripts vs. e.g. a 300 devil army with buffs?
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Old September 12th, 2006, 11:52 AM
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Gandalf Parker Gandalf Parker is offline
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Default Re: \'combat\' simulator\' possiblities in Dom3?

For Dom2 one combat simulator was a small map of about 6 provinces where all of the provinces were connected. With map commands you could do things like:
Pangaea starts in province #1
Pythium starts in province #6

Pangaea starts with minotaur leader named Psuedo
Psuedo starts with X number of centaurs

Pythium starts with commander
commander starts with X number of

Anyway you get the picture. You just start the game with that map and both Pangaea and Pythium as human players. Then have the two armies attack each other. You can setup any combat you want. Even assign abilities and equipment. Just start new games to get a new combat. After starting the game a dozen times or so then you should have a pretty good idea of how things work out. Edit the numbers slightly and try again.

Magic is abit more difficult to test. But you can assign starting magics with a simple mod I think.

Someone could probably write a program that accepts the players desires and writes out a .map/.dm file to achieve it.
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