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

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Old June 2nd, 2011, 08:59 AM
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Gandalf Parker Gandalf Parker is offline
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Default Re: how much can we mod a MAP?

Also worth discussing is that a map zip does not HAVE to be one image file. It could include multiple images altho only one should be large. So one could be hi-res, lots of color, lots of icons, detailed terrains. Another could be low-res, or even just borders and single color provinces, or have text displayed on the sides of the map (Id love to see a newbie map that comes with a COMPLETE hotkey chart).

A map zip also does not HAVE to be one .map file. It could include a version with many start locations (even if only 2 neighbors) and one for fewer start spots but they all have X neighbors. Or it can include an NI (No Indies) version. Or a PI (Partial Indies) version. Or a Scenario version where certain nations are preset with bonuses for challenge, balance, or for better AI play.

It could include a .map with special surprise provinces designed around themes such as the ever-popular Faerun map. Or like Leif Gustafson used to do with maps that reflected worlds already pretty much owned by Dragons, or Vampires, or Weres, or Knights. Or quite simply a .map file which has been run thru the SemiRand program for a Faerun-like effect. Or run thru my Chaos program for something that burnouts might enjoy playing.

Last edited by Gandalf Parker; June 2nd, 2011 at 09:08 AM..
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Old June 3rd, 2011, 09:00 AM
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Default Re: how much can we mod a MAP?

Side Note; I wonder how of these we could chain? run a map thru a sepia filter for a look closer to Elmokki's maps, and then a routine to cleanup starting locations, and then a PI program to cut recruitable independents to about 1 in every 10 provs, then add all of the possible ALLY commands so that all AIs in the game will alloy against the players, then thru SemiRandom for surprise provinces, and then thru the Chaos program to add more surprises to EVERY province including home capitals.
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Old June 5th, 2011, 01:52 AM
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Default Re: how much can we mod a MAP?

Quote:
Originally Posted by Gandalf Parker View Post
Or a Scenario version where certain nations are preset with bonuses for challenge, balance, or for better AI play.
Early age Niefelheim provides the greatest late game challenge due to their magic paths. If the map is designed to help them with research the human player will realize supercombatants will not be enough. This is because their mages will have access to disentegrate, claws of kokytos, hellbind heart, charm and paralyze... which brings down even the best SCs. The most important of these is claws of kokytos since no amount of mg resistance will save your precious SCs. The other critical spells Niefelheim uses during late game include mass protection, doom, anti-magic, mass regeneration, rush of strength, blood vengeance, will of the fates, horror mark, frozen heart, nether darts, niefel flames, and a few others I probably missed.

IF the human player wishes to challenge themselves against the toughest AI opponent then Niefelheim needs help researching within the .map file.

It's critical the maps do not have water provinces since almost all land opponents have zero skill at expanding into the water. The only exception would be if a powerful ally for computer opponents was placed into the water such as early age atlantis or late age ry'leh... and it would need huge bonuses. Also Niefelheim should be placed on the impossible setting whenever possible.

I plan to release a map soon which will allow one or more human opponents to recognize the true terror of Niefelheim during late game... if they survive long enough.
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