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

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  #21  
Old January 28th, 2007, 12:31 AM

Capt_Jack Capt_Jack is offline
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Default Re: Request for help

How about a print map command that will print with the province numbers. That would certainly help me with map mods.

From an earlier post , I got the impression that you were using some symbols in the map mods that did unique things like randomize. Are those in the Mod manual or are they unique to your editor?

If they are unique, what are they?
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  #22  
Old January 28th, 2007, 05:52 AM
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Jack_Trowell Jack_Trowell is offline
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Default Re: Request for help

Quote:
Capt_Jack said:
How about a print map command that will print with the province numbers. That would certainly help me with map mods.

Hum, I could have a special mode where onlye the map with the number is shown if you really wants to print it.

But note that my mapp editor will have when complete support for *all* existing map commands, meaning that you will be able to use it to make any map scenario.


Quote:
From an earlier post , I got the impression that you were using some symbols in the map mods that did unique things like randomize. Are those in the Mod manual or are they unique to your editor?

If they are unique, what are they?
http://dominions.realites.org

It use functions writen in perl to add random commanders/units (based on a Yabasic script from Gandalf Parker), and another function replace a province with one from a special preset provinces list that match some requirements.

So no there's no existing command from illwinter that use random informations if that's what you want.

Note that my map editor will include options to randomise provinces like my map validator do (using the same functions), and if you have suggestions of some other features or options ...
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Q: "How many Vorlons does it takes to change a lightbulb ?"
A: "Yes !" <stranges noises>
--
Dominions Map validator and randomizer : http://dominions.realites.org
Dominions Map editor v0.75b : http://dominions.realites.org/map_editor
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  #23  
Old January 29th, 2007, 01:05 PM

Capt_Jack Capt_Jack is offline
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Default Naming Function

OK , I will make a suggestion. It will keep me from writing it myself.

Problem: Provence numbers and names are used inconsistantly by the messaging log. On large maps, the names are duplicated and messaging does not (or rarely) use province numbers. searching for something by province number can be a hassle because the numbers array horizontally instead of closest.

My Solution; Name the Province and the Kingdom (i.e. Sleepy Hollow, Avalon)
Names can repeat in different kingdoms. Each Kingdom uses a different letter for the first character.

Limitations: Nation Overview can only display 16 characters (at least on OSx).
If the Province name and separator are kept at 15, the 16th character will always be the first letter of the kingdom. Other display locations can go to 35 characters.

Programming challenge: finding and grouping neighboring provinces into kingdoms. Remember #neighbors only list a connection once on the earliest ocurrence.
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  #24  
Old January 29th, 2007, 02:50 PM
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Jack_Trowell Jack_Trowell is offline
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Default Re: Naming Function

Quote:
Capt_Jack said:
OK , I will make a suggestion. It will keep me from writing it myself.

Problem: Provence numbers and names are used inconsistantly by the messaging log. On large maps, the names are duplicated and messaging does not (or rarely) use province numbers. searching for something by province number can be a hassle because the numbers array horizontally instead of closest.

My Solution; Name the Province and the Kingdom (i.e. Sleepy Hollow, Avalon)
Names can repeat in different kingdoms. Each Kingdom uses a different letter for the first character.

Limitations: Nation Overview can only display 16 characters (at least on OSx).
If the Province name and separator are kept at 15, the 16th character will always be the first letter of the kingdom. Other display locations can go to 35 characters.

Programming challenge: finding and grouping neighboring provinces into kingdoms. Remember #neighbors only list a connection once on the earliest ocurrence.
Hum, changing province name is not hard at all, but if I understand your idea, you would like to have a script automatically assign the knigdoms.

Question : how do you define what a kingdom is ?

On maps like "Tyrande", an human can see where one region or kigdom start and name the province manually, but a script only know the provinces location and neighbours.

I already have a function that give the list of a province neighbours, up to a certain distance (so for exemple all the immediate neighbours and their own neighbours). I could use that to make a pseudo kingdom around an important province (maybe provinces set as "large") , ignoring province already affected to another kingdom ?

But of course this wouldn't be as good as naming the province manually.

If all goes as planned, my next big update of the map editor should be for the release of the first beta where it will be at last possible to submit your changes and get the edited map code.

The editor will still lack the part allowing to add/edit commanders/units./Features, but general map and province features should be available (for exemple you will be able to change province names)
__________________
Q: "How many Vorlons does it takes to change a lightbulb ?"
A: "Yes !" <stranges noises>
--
Dominions Map validator and randomizer : http://dominions.realites.org
Dominions Map editor v0.75b : http://dominions.realites.org/map_editor
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  #25  
Old January 29th, 2007, 11:04 PM

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Default Re: Naming Function

The Kingdoms would be an arbitrary grouping used only to help locate provinces on the map. Create 50 province names and 20 kingdom names for a 1000 province game. Create 100 province names for a 2000 province game. Every province would have a unique name.

If you are playing "in character", it would portray the territories of an earlier time.
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  #26  
Old January 30th, 2007, 09:36 AM
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Jack_Trowell Jack_Trowell is offline
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Default Re: Naming Function

Ok, if it is abitrary, without regards for the map visible or natural borders, I might just select some province and create the "kingdoms".

I'm currently too busy working on the beta release of the map editor and won't have much time to work on the kingdom idea, but it should not take long to do (I hope).
__________________
Q: "How many Vorlons does it takes to change a lightbulb ?"
A: "Yes !" <stranges noises>
--
Dominions Map validator and randomizer : http://dominions.realites.org
Dominions Map editor v0.75b : http://dominions.realites.org/map_editor
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  #27  
Old January 30th, 2007, 09:51 AM
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Jack_Trowell Jack_Trowell is offline
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Default Re: Naming Function

Update on the map editor :

By the end of the week , I hope to have a first beta version available of my map editor.

Features list :

- select a map among those availables (for now) [100% done - available in the demo of the editor at http://dominions.realites.org/map_editor ]
(I will try to have all popular maps as well as some interesting random ones)
- select an existing map file for this map, or upload your own one. [100% done - available in demo]
- select a province by clicking on its number [100% done - available in demo]
(unselect by clicking again on the same province, or by clicking on the map)
- select (and unselect) neighbours by clicking on them when a province is selected[100% done - available in demo]
- select province terrain types [100% done] (done, but not in the demo version yet)
- show draggable province info panel when a province is selected [75% done] (my current version has full terrain types support, and I will add before the beta support for other provinces general infos, but commanders and features will probably have to wait for the second beta) (not available in demo yet)
- show dragable map info [90% done] (missing : predefined AI players and alliances, and special victory conditions. They will not be implemented for the first beta)(not available in demo yet)
__________________
Q: "How many Vorlons does it takes to change a lightbulb ?"
A: "Yes !" <stranges noises>
--
Dominions Map validator and randomizer : http://dominions.realites.org
Dominions Map editor v0.75b : http://dominions.realites.org/map_editor
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  #28  
Old February 3rd, 2007, 04:22 PM
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Velusion Velusion is offline
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Default Re: Naming Function

Awesome work! Keep it up. I'll be using it!
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