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new Battle Simulator map
I was testing something (castle ownership) and realized that I had not made the new version of my BattleSim public.
So from the Utilities link on www.Dom3Minions.com .... This is a better version of my Battle Simulator map. BattleSim_v3.zip Its a very tiny 10 province map providing the variety of terrains. Editing the ascii text file of BattleSim_v3.map makes it easy to set two nations next to each other with specific armies so that you can test tactics or how the game does things. And then you can either quickly easily start another game with the same settings to see if the results are the same, or edit the .map file to some small change to see if that makes a difference. |
Re: new Battle Simulator map
Here is a link to a quicky-reference list of map commands.
http://www.dom3minions.com/docs/map_qref.txt There is a very complete file in the dominions3/doc directory on your machine (thank-you Edi for the great work on that) |
Re: new Battle Simulator map
Can you please give a quick and dirty tutorial of how to use your map for say simulating MA ULM vs. Abysia and set like two huge armies one for each side?
Is it possible to control research levels for allowing mages to cast until certain level in certain schools? Is it possible to assign items to mages? TIA, WL |
Re: new Battle Simulator map
Sure. I wont do like others and tell you its simple and read the manual.
Id rather show you that its simple. :) Insert this into the BattleSim .map file: (stuff after - is just comments and can be left out) #specstart 31 4 - start Ulm in mountains #specstart 37 10 - start Abysia in nearby mountains #land 8 - wipe out the nearby swamp #setland 4 - say where the next lines are for #owner 31 #commander 114 - additional Commander of Ulm #units 20 67 - 20 infantry of Ulm to him #units 20 79 - 20 Pikeneers to him #units 20 67 - 20 infantry of Ulm to him #units 20 79 - 20 Pikeneers to him #commander 113- Lord Guardian #additem "Pendant of Luck" #units 20 66 - 10 Guardians assigned to him #setland 10 - say where the next lines are for #owner 37 #commander 119 - additional Warlord #units 20 81 - 20 infantry of type 81 to him #units 20 82 - 20 infantry of type 82 to him #units 20 81 - 20 infantry of type 81 to him #units 20 82 - 20 infantry of type 82 to him #commander 214 - Beast Trainer #additem "Pendant of Luck" #units 10 213 - 10 Salamanders assigned to him Now start a game with that map, join as Ulm and Abysia. Set the formations and scripts. Then have both armies meet in the nearby swamp (I cleared out the local defense so you can see just those two battle). Now start a new game with the same map, change formations, do it again. Or edit the .map for new items or new troops, start a game and do it again. |
Re: new Battle Simulator map
I got the nation numbers off this list...
http://www.dom3minions.com/docs/nations.txt I got the unit IDs by starting a game. Examine a unit then hit Shift-I to see the ID numbers screen. Or you can use Edi's great database. or Ballbarians online Dom3Reference |
Re: new Battle Simulator map
Wow. Very helpful answer indeed. I'll start experimenting with your sim.
Thank you for sharing this. |
Re: new Battle Simulator map
Here is an example of what Ive been using to try pinning down the #owner command, and how it works for setting inside and outside defenders
#description "play Arco and I suggest a water or cave nation as AI." #scenario #land 7 - wipe the cave #population 1000 - set its pop to 1000 #specstart 12 7 - start Agartha there #allowedplayer 0 - allow Arcos #allowedplayer 12 - allow Agartha #specstart 0 6 - start Arcos in the farmland computerplayer 24 4 computerplayer 23 4 #setland 5 - in wasteland #owner 25 - Independents #defence 111 - high PD #commander 135 - chalice knight #units 16 111 - Hypaspist #setland 5 - in wasteland again #owner 24 - Special Monsters #fort 21 - put a weak castle #commander 19 - hvy cavalry knight #units 12 12 - gladiators #defence 15 - set PD |
Re: new Battle Simulator map
thanks gandalf - great stuff.
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Re: new Battle Simulator map
awesome!
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Re: new Battle Simulator map
Great stuff! Thank you.
But one question. I quote: Is it possible to control research levels for allowing mages to cast until certain level in certain schools? How can I do that? Le'ts guess I want to put a Golem in the simulator and order it to cast Body Ethereal + Luck + Astral Shield. How can I do it? When I play this scenario the researching levels are always below level one. Thanks. |
Re: new Battle Simulator map
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You will have to create a separate mod file that will make those spells (or a copy of each one) need reasearch level 0 |
Re: new Battle Simulator map
Thank you. I will have to investigate how to do the mod file, now :rolleyes:
;) |
Re: new Battle Simulator map
Need some help understanding what I'm doing wrong. I'm trying to understand how my MA Caelum units and commanders would fare against MA Man's units. So I'm trying to have my commander attack a Man province with 20 PD. My BattleSim_v3.map file looks like this:
-- -- Map file for Dominions 3 -- -- Illwinter Game Design -- www.illwinter.com -- -- Title and image file #dom2title Battle Simulation Map #imagefile BattleSim_v3.tga #domversion 175 #defaultmapzoom 0.8 #description "This map is only 10 provinces. It speeds up testing by making it easy to reach locations. Or it can work for a very fast two-player battle." -- Province names/terrains #terrain 1 4227592 - Border Mountains, Fresh Water, No Start #terrain 2 2052 - Sea, Deep Sea #terrain 3 2 - Plains (default terrain), Large #terrain 4 4194816 - Border Mountains, No Start #terrain 5 577 - Waste, Small, No Start #terrain 6 258 - Farmlands, Large #terrain 7 4608 - Cave, No Start #terrain 8 131106 - Swamp, Large #terrain 9 641 - Forest, Small, No Start #terrain 10 4194944 - Border Mountains, Forest, No Start #landname 1 "Walden Pond" #landname 2 "the Deep Blue Sea" #landname 3 "Main Lyonthe Plains" #landname 4 "Rockina HardPlace" #landname 5 "Watta Waste" #landname 6 "Marvin Gardens" #landname 7 "Deep Praved" #landname 8 "Bog of Eternal Stench" #landname 9 "Yew Are Here" #landname 10 "Knot Here" -- Province neighbours #neighbour 1 3 #neighbour 2 3 #neighbour 2 5 #neighbour 2 6 #neighbour 3 8 #neighbour 4 8 #neighbour 4 10 #neighbour 4 7 #neighbour 5 9 #neighbour 5 6 #neighbour 6 8 #neighbour 6 9 #neighbour 8 10 -- #specstart 38 4 - MA Caelum starts in P4 #specstart 30 10 - MA Man starts in P10 #land 8 - It's my understanding that this command should wipe out the swamp in P8, but P8 remains a swamp #setland 4 #owner 38 #commander 629 - Create Stalker commander in P4 for Caelum and equip with items. All of the lines in this section work #additem "(item name here)" #additem "(item name here)" #additem "(item name here)" #additem "(item name here)" #additem "(item name here)" #additem "(item name here)" #additem "(item name here)" #setland 8 - It's my understanding that these three lines should set ownership of P8 to Man with a PD of 20, but they don't do either #owner 30 #defence 20 So, what am I doing wrong that's causing P8 to remain a swamp, not switch sides to Man permanently (indies take it over if I host the first turn without doing anything), and start with a PD of 20? Thanks! |
Re: new Battle Simulator map
Im not quite sure what you are trying.
#land 8 does not clear a terrain. It wont make it not-a-swamp but it will wipe out the poptype, and population, and defenders, and magic sites And then later you use a #setland 8 usually its just land or setland (both say that any commands following apply to that province) Are you playing the map in middle age? Because 30 is Man in the middle era. |
Re: new Battle Simulator map
Change the value in the following line to change terrain from swamp to something else:
#terrain 8 131106 - Swamp, Large #land sets the active province & kills everybody there. It has no effect on terrain. #setland sets the active province without killing anybody. Try the following: Code:
-- |
Re: new Battle Simulator map
Thanks, guys. I figured out what I was doing wrong.
Is there any way to add gems to a commander's inventory? |
Re: new Battle Simulator map
Not that I know of.
But to speed things up, there are units that show up with gems and you can move them around. Or add magic sites that give gems and wait a couple turns |
Re: new Battle Simulator map
Question time:
What does the command... #startspell <player> "spell name" nation with spell preresearched. ...do? Based on the description, I thought I could enter the spell names of the spells I'd like researched, but it's not working. According to some posts above this one, unlocking spells isn't supported by this utility. Is this command no longer valid? If not, what should <player> be, the <nation nbr>? |
Re: new Battle Simulator map
Just stumbled upon this and trying to understand how to practically implement something... im a bit puzzled:
Is there an excell sheet or similar with all units, objects etc etc ID´s in a single place or do we have to go to multiple sources to get these info? Apart from looking the shift I info in game, I do not know how else to get that info, and im trying to model stuff that i do not have available in any of my current games readily available to be seen. Any ideas? Thanks, |
Re: new Battle Simulator map
Edi's Dom3 database. :)
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Re: new Battle Simulator map
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</nation> |
Re: new Battle Simulator map
It doesn't work.
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