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

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  #11  
Old March 3rd, 2007, 05:36 PM
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Default Re: Tools and Tutorials

When I'm done with my guide on spell modding I'll attach it here (since I'm uploading new drafts a lot I don't want to put it in two places.)
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  #12  
Old March 11th, 2007, 10:30 PM

DireAussie DireAussie is offline
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Default Re: Tools and Tutorials

Map Starting Locations Modifier

This web script allows you to modify a map's possible starting locations so that you are guaranteed a minimum number of neighbouring provinces in each starting spot. Sick of unfair maps that put you in a province with 3 neighbours while everyone else gets 5+? Sick of being a water nation and getting put in a lake surrounded by all land? Try my starting locations modifier, located at:

http://users.on.net/~dfidge/cgi-bin/dom3map.pl

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  #13  
Old March 11th, 2007, 10:35 PM

DireAussie DireAussie is offline
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Default Re: Tools and Tutorials

Spell descriptions modifier

Features:

- Makes selected in-game spell descriptions more accurate, providing concrete values and formulas for spell effects instead of vague descriptions

- Ability to modify the spell descriptions yourself, with limitations (see readme file in download)

- Program is designed in a way so that it should work for any future versions of dom3.exe that Illwinter release

Download at:
http://users.on.net/~dfidge/dom3/patch.html

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  #14  
Old March 15th, 2007, 10:59 PM
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Default Re: Tools and Tutorials

Attached find the best damned start-province finding perlscript anyone will ever write.

USAGE:
cp map.map new_map.map
perl (scriptname) X R map.map >> new_map.map

It takes as input the minimum number of neighbors each start-province must have (X), and the absolute minimum distance between each pair of start provinces (R).

For the first start province it chooses the eligible province with the fewest eligible start provinces within R.

FOr the second start province it chooses the eligible province farthest from the first start province.

Now it adds provinces in order to minimize the *variance* in the remoteness of all start provinces, and keeps doing so until it can't fit any more.

The "remoteness" of a start province is the sum of all path lengths between that province and other start provinces.

This will tend to spread the start provinces out on the map more or less uniformly. A province with fewer close neighbors will tend to be closer to the close neighbors that it does have.

I'm happy to alter the script somewhat if needed to meet community needs. It requires a real computer (with perl) to run.

It doesn't presently generate sea start sites. I'll add this functionality at some point. Oh, it also suggests places to add specials but it doesn't actually add any.
Attached Files
File Type: zip 504573-BalancedStart.zip (2.3 KB, 947 views)
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  #15  
Old March 20th, 2007, 05:05 PM
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Default Re: Tools and Tutorials

Now that other map generators have had a chance to post, I will mention that for those who wish to download a map then improve on it, my Dom2Minions site is still generating daily maps for Dom2. They usually work in Dom3.
Dom2Minions Random Maps
If none of them strike your interest, there will be a new batch tomorrow for you to look at. Its been running ever day for years.

In keeping with my own request at the beginning of this thread, here is a link to discussion about these maps and others.

These were generated using DomMap which is an open source generator from Dom2 days. Here is a link to DomMap-v2.18 but ask me if you want to pick it up for progressing it further since there seems to be a 2.19 (but I dont remember what it added).
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  #16  
Old March 26th, 2007, 03:21 AM
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Default Re: Tools and Tutorials

ive made an app for creating units, basically just a gui that has all of the unit commands in it so you dont have to actually do all of the typing. it's in c#, so you'll have to have the .net framework installed for it, but i'm looking into a c# alternative that will allow it to be cross-platform. you can find the link in my sig.
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  #17  
Old May 28th, 2007, 04:57 AM
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Default Re: Tools and Tutorials

Information on the phenomenon of mod cumulativity Link updated

How to update mods or change things in the middle of the game Link updated

Those two links might be useful for mapmakers and modders as well as players who find that they need to change some tiny little detail but don't want to start a whole new game.

Last edited by Edi; September 1st, 2008 at 10:20 AM..
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  #18  
Old June 5th, 2007, 06:49 PM
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Default Re: Tools and Tutorials

it seems like alot of people ask for a tga viewer other than gimp, so here's a link to irfanview, my personal fav
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  #19  
Old June 25th, 2007, 12:33 AM

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Default Re: Tools and Tutorials *DELETED*

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  #20  
Old June 25th, 2007, 12:49 AM

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Default Re: Tools and Tutorials

Don't think its possible right now.
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