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  #91  
Old January 28th, 2007, 04:59 AM
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Default Re: What happens when you don\'t mow the lawn

Quote:
Agrajag said:
Land Name: Fields of Vanishing
Terrain: Farmlands
Population: 0
Absolutely no units or commanders guarding it.


I really like the idea of this province - due to some mysterious magical event in the past - everyone in the province just vanished instantly.
Is it possible to make it so you also can't recruit anything from it?
Yes, it is. Assign poptype number greater than 87 and you will not be able to recruit absolutely anything out of there. This is another one of those bits that I found out when testing poptypes for the DB.

Edi
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  #92  
Old January 28th, 2007, 12:33 PM
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Default Re: What happens when you don\'t mow the lawn

Wow thats a cool tidbit. That means that I can create a game-maker program that removes all recruitments from a map and then places scattered ones back. So something like 1 out of 50 provinces allows any recruiting at all. A very diffrent game to have to cope with.

And someone might create an MP map that evens out the luck of recruiting. Make them all the same, or remove it from the game completely.
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  #93  
Old January 28th, 2007, 11:20 PM
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Default Re: What happens when you don\'t mow the lawn

Quote:
Edi said:
Yes, it is. Assign poptype number greater than 87 and you will not be able to recruit absolutely anything out of there. This is another one of those bits that I found out when testing poptypes for the DB.

Edi
I was wondering if this was possible and was going to recommend it as a map feature request, but since it's already possible it saves making the post.
This does open some new map combinations and can help prevent the computer opponents from buying the stupid populations.
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  #94  
Old January 29th, 2007, 02:16 AM
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Default Re: What happens when you don\'t mow the lawn

I've attached a bunch of treasure provinces in a .txt file. I've written up a bunch more but they've, gah, got bugs in them. These ones, I've fixed.

The six cities are variations on a theme - big army, big population, communion slaves, guarding victory points.

The minor provinces are better defended than standard indies and are guaranteed to have useful, but not outstanding, sites in them, and/or poptypes that make good units.
Attached Files
File Type: txt 491277-specials_dump.txt (18.2 KB, 232 views)
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  #95  
Old January 29th, 2007, 04:35 AM
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Default Re: What happens when you don\'t mow the lawn

Thanks DrPraetorious!

Would you mind adding notes on terrain and/or climate preference for each province? That would make it much easier for us to add them to the sets. Of course some are obvious, but every bit helps.
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  #96  
Old January 29th, 2007, 05:04 AM
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Default Re: What happens when you don\'t mow the lawn

Oh, sure.

-- Burning city!
#landname 99 "The Smouldering Ruins of Agash-Va!"
(waste)

-- Jewel of the desert.
#landname 215 "Saelin, Jewel of the Desert"
(waste)

-- City of tears.
#landname 233 "Rohas, City of Tears"
(coastal)

-- The amber city.
#landname 17 "The Amber City"
(sea)

-- City of Great Learning.
#landname 291 "Pushtun, City of Wisdom"
(plains or farmland)

-- Dread City of Darkness.
#landname 103 "Kar-Vadhagh, The Black City"
(plains or farmland)


The remainder have no terrain preferences yet because I haven't set them, but they should probably be -

-- Vale of the Aesir.
(any land)

-- TROLLS! (pack 2)
(mountain)

-- GOBLINS! (pack 1)
(any land)

-- Valley of the Enchantresses.
#landname 208 "Vale of the Enchantresses"
(forest)
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  #97  
Old January 29th, 2007, 01:15 PM

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Default Re: What happens when you don\'t mow the lawn

Quote:
Gandalf Parker said:
Wow thats a cool tidbit. That means that I can create a game-maker program that removes all recruitments from a map and then places scattered ones back. So something like 1 out of 50 provinces allows any recruiting at all. A very diffrent game to have to cope with.
But any castle would still give access to all national units?
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  #98  
Old January 29th, 2007, 05:50 PM
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Default Re: What happens when you don\'t mow the lawn

Quote:
mivayan said:
Quote:
Gandalf Parker said:
Wow thats a cool tidbit. That means that I can create a game-maker program that removes all recruitments from a map and then places scattered ones back. So something like 1 out of 50 provinces allows any recruiting at all. A very diffrent game to have to cope with.
But any castle would still give access to all national units?
Correct
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  #99  
Old January 29th, 2007, 06:07 PM
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Default Re: What happens when you don\'t mow the lawn

Quote:
NTJedi said:
Quote:
Edi said:
Yes, it is. Assign poptype number greater than 87 and you will not be able to recruit absolutely anything out of there. This is another one of those bits that I found out when testing poptypes for the DB.

Edi
I was wondering if this was possible and was going to recommend it as a map feature request, but since it's already possible it saves making the post.
This does open some new map combinations and can help prevent the computer opponents from buying the stupid populations.
Unless of course Johan sees it and decides to fix it as he has some of my other game-making finds. You know what they say "One mans bug is another mans feature"
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  #100  
Old January 29th, 2007, 08:48 PM
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Default Re: What happens when you don\'t mow the lawn

I assume that the "extra" poptype numbers are there for modding - one hopes that you'll be able to leave a poptype empty - or empty an existing poptype - if desired.
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