.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Raging Tiger- Save $9.00
winSPMBT: Main Battle Tank- Save $5.00

   







Go Back   .com.unity Forums > Illwinter Game Design > Dominions 3: The Awakening > Scenarios, Maps and Mods

 
 
Thread Tools Display Modes
Prev Previous Post   Next Post Next
  #20  
Old January 29th, 2007, 02:50 PM
Jack_Trowell's Avatar

Jack_Trowell Jack_Trowell is offline
Second Lieutenant
 
Join Date: Oct 2006
Location: Toulouse, FRANCE
Posts: 436
Thanks: 150
Thanked 21 Times in 13 Posts
Jack_Trowell is on a distinguished road
Default Re: Naming Function

Quote:
Capt_Jack said:
OK , I will make a suggestion. It will keep me from writing it myself.

Problem: Provence numbers and names are used inconsistantly by the messaging log. On large maps, the names are duplicated and messaging does not (or rarely) use province numbers. searching for something by province number can be a hassle because the numbers array horizontally instead of closest.

My Solution; Name the Province and the Kingdom (i.e. Sleepy Hollow, Avalon)
Names can repeat in different kingdoms. Each Kingdom uses a different letter for the first character.

Limitations: Nation Overview can only display 16 characters (at least on OSx).
If the Province name and separator are kept at 15, the 16th character will always be the first letter of the kingdom. Other display locations can go to 35 characters.

Programming challenge: finding and grouping neighboring provinces into kingdoms. Remember #neighbors only list a connection once on the earliest ocurrence.
Hum, changing province name is not hard at all, but if I understand your idea, you would like to have a script automatically assign the knigdoms.

Question : how do you define what a kingdom is ?

On maps like "Tyrande", an human can see where one region or kigdom start and name the province manually, but a script only know the provinces location and neighbours.

I already have a function that give the list of a province neighbours, up to a certain distance (so for exemple all the immediate neighbours and their own neighbours). I could use that to make a pseudo kingdom around an important province (maybe provinces set as "large") , ignoring province already affected to another kingdom ?

But of course this wouldn't be as good as naming the province manually.

If all goes as planned, my next big update of the map editor should be for the release of the first beta where it will be at last possible to submit your changes and get the edited map code.

The editor will still lack the part allowing to add/edit commanders/units./Features, but general map and province features should be available (for exemple you will be able to change province names)
__________________
Q: "How many Vorlons does it takes to change a lightbulb ?"
A: "Yes !" <stranges noises>
--
Dominions Map validator and randomizer : http://dominions.realites.org
Dominions Map editor v0.75b : http://dominions.realites.org/map_editor
Reply With Quote
 

Bookmarks


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 07:08 AM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.