|
|
|
|
|
October 26th, 2006, 08:47 PM
|
|
First Lieutenant
|
|
Join Date: Oct 2006
Location: Palo Alto, CA
Posts: 638
Thanks: 1
Thanked 3 Times in 3 Posts
|
|
Question to developers - magic sites
Greetings.
Since Dom3 is clearly trying to be as transparent as possible with its inner mechanics (which I personally greatly appreciate!), I was wondering - is there any way for us players to get some form of list which would include all magic sites that could be found in Dom3?
I have such list for Dom2, which includes 433 sites and its effects in form of excel spreadsheet. However this list is clearly outdated. It also lack some very important information which can not be gained just from playing the game - things like if the particular site has "rare"/"commmon"/"unique" flag, or on what types of terrain this site can be found?
Things like that are either incredibly difficult or impossible to get from the game without digging into source code/data. So I wonder if I could get some of this information from you guys?
Thanks a lot!
-Corwin
|
October 26th, 2006, 08:51 PM
|
Sergeant
|
|
Join Date: Oct 2006
Posts: 238
Thanks: 0
Thanked 11 Times in 3 Posts
|
|
Re: Question to developers - magic sites
I see you're doing it the fast and easy way
|
October 26th, 2006, 09:47 PM
|
|
Shrapnel Fanatic
|
|
Join Date: Oct 2003
Location: Vacaville, CA, USA
Posts: 13,736
Thanks: 341
Thanked 479 Times in 326 Posts
|
|
Re: Question to developers - magic sites
__________________
-- 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!)
|
October 27th, 2006, 07:14 AM
|
|
First Lieutenant
|
|
Join Date: Oct 2006
Location: Palo Alto, CA
Posts: 638
Thanks: 1
Thanked 3 Times in 3 Posts
|
|
Re: Question to developers - magic sites
Thank you Gandalf, but that's just the list of site names. What I would like to have is the list with their names, what kind of terrain they can exist upon, and their status (common/uncommon/rare/unique)
|
October 27th, 2006, 07:16 AM
|
|
First Lieutenant
|
|
Join Date: Oct 2006
Location: Palo Alto, CA
Posts: 638
Thanks: 1
Thanked 3 Times in 3 Posts
|
|
Re: Question to developers - magic sites
Quote:
dirtywick said:
I see you're doing it the fast and easy way
|
I do. Actually this is the only possible way, considering that we can't get all this info from the game itself.
|
October 28th, 2006, 12:46 AM
|
Private
|
|
Join Date: Oct 2006
Posts: 6
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Question to developers - magic sites
You can get most of the information you want by making a nation mod. Each can start with 4 sites. Just add them and fire up the mod, look at the sites, and write the information down. Afterwards put new sites in and repeat.
If you want, you could get fancier and put sites all around a specific start site for a modded nation, mod the map basically. Start the game with like one enemy and independants like 1 strenght then kick booty and go look.
For the simple nation mod the following example might give you an idea.
modname "2ndArcoNationMiddleMod"
#selectnation 27
#clearsites
#startsite "Whatever site 1"
#startsite "Whatever site 2"
#startsite "Whatever site 3"
#startsite "Whatever site 4"
#end
Just make sure you pick the nation you modded as your start nation in the correct time period. The one above is middle arco.
|
October 28th, 2006, 12:56 AM
|
|
First Lieutenant
|
|
Join Date: Oct 2006
Location: Palo Alto, CA
Posts: 638
Thanks: 1
Thanked 3 Times in 3 Posts
|
|
Re: Question to developers - magic sites
Quote:
tenryu1 said:
You can get most of the information you want by making a nation mod. Each can start with 4 sites. Just add them and fire up the mod, look at the sites, and write the information down. Afterwards put new sites in and repeat.
If you want, you could get fancier and put sites all around a specific start site for a modded nation, mod the map basically. Start the game with like one enemy and independants like 1 strenght then kick booty and go look.
For the simple nation mod the following example might give you an idea.
modname "2ndArcoNationMiddleMod"
#selectnation 27
#clearsites
#startsite "Whatever site 1"
#startsite "Whatever site 2"
#startsite "Whatever site 3"
#startsite "Whatever site 4"
#end
Just make sure you pick the nation you modded as your start nation in the correct time period. The one above is middle arco.
|
Considering that there are at least 460 magic sites in the game, and considering that there are 7 types of terrain, it would take at least 2220 possible combination to try to get this info the way you suggested.
And even if you do it, it'll still be impossible to determine if any particular site you've placed on the map was common, uncommon or rare.
|
October 28th, 2006, 04:18 AM
|
Private
|
|
Join Date: Oct 2006
Posts: 6
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Question to developers - magic sites
Well, it's not going to tell you if it's terrain restricted or it's rarity, but you will get information on gems, building, associated untis, and level(based on gems if any).
All I'm suggesting is that much of the information you want you can get.
Depending how you go about it, it doesn't have to take +2k loads to get it.
Another method might be to start a hotseat game with maximum human players, all you, and low independant strengths.
Mod a "searcher unit" with 9 in paths 0-8, make it cheap and available to all the nations and search everything after you conquer the areas, or you can sit and wait until someone maybe gives you what you want. In either case, good luck.
|
October 28th, 2006, 05:10 AM
|
|
Major General
|
|
Join Date: Nov 2000
Location: 500km from Ulm
Posts: 2,279
Thanks: 9
Thanked 18 Times in 12 Posts
|
|
Re: Question to developers - magic sites
Quote:
tenryu1 said:
Well, it's not going to tell you if it's terrain restricted or it's rarity, but you will get information .. and level(based on gems if any).
|
Sorry, but this doesn't work - gem generation is totally independant from site level ...
Quote:
Another method might be to start a hotseat game with maximum human players, all you, and low independant strengths.
|
You can set indies to "0", even ...
Quote:
Mod a "searcher unit" with 9 in paths 0-8,
|
Better yet, make a level-1, a level-2, a level-3 and a level-4 searcher ...
__________________
As for AI the most effective work around to this problem so far is to simply use an American instead, they tend to put up a bit more of a fight than your average Artificial Idiot.
... James McGuigan on rec.games.computer.stars somewhen back in 1998 ...
|
October 28th, 2006, 06:57 AM
|
|
First Lieutenant
|
|
Join Date: Oct 2006
Location: Palo Alto, CA
Posts: 638
Thanks: 1
Thanked 3 Times in 3 Posts
|
|
Re: Question to developers - magic sites
Guys, it's all great but that's not what I after. Remember, the ultiate goal here is to establish which type of terrains is best suited for each type of magic.
To do this precisely, you need list of all sites (which I finally got today), their rarity (got it), and knowledge of how exactly Dom mechanic works in regards of common/uncommon/rare flags (need to find out!).
I also need to know terrain modifiers for magic site chances.
You see, I want to know what is the best order of searches for each terrain type.
|
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
|
|
|
|
|