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

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  #1  
Old June 1st, 2011, 02:00 PM
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Default how much can we mod a MAP?

I still would like to see more map options being used. The commands for .map file are extensive. Here is a little quick reference http://www.dom3minions.com/docs/map_qref.txt but there is a complete document for mapedit commands in your dom3 directory (usually in something like dominions3/doc MODs must be available to host and players for every turn, and can be changed in midgame because the game rereads it each time. This is true of text and images. There is also some interesting situations where the host and the player do not have to have matching mods but in general they should. But MAPs do not have to exactly match between player and host. MAPs are split. The players must have the graphic image of the map. Or... A graphic image named the same as the graphic that the host uses. The graphic is used each time. The text info (the .map file) must be available to the host, when the game creates the initial fatherland file (the fist turn) and is not read after that. The players copy of the .map file is not used at all. It does not even have to match the one used in the game. The players copy is only useful if the player wants to create another game with that same map for solo play or testing. The players copy of the graphic image of the map also does not have to match. It must have the same number of white dots (number of provinces) but the colors, icons, borders, etc do not have to match. This means that games can be created where the players do NOT know or have any way to know the special locations or special provinces. They dont get to know what AIs will ally with each other if they are in the game. Or what special gods, magic, scales, equipment, starting armies might be assigned to a nation.
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Old June 2nd, 2011, 08:59 AM
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Default Re: how much can we mod a MAP?

Also worth discussing is that a map zip does not HAVE to be one image file. It could include multiple images altho only one should be large. So one could be hi-res, lots of color, lots of icons, detailed terrains. Another could be low-res, or even just borders and single color provinces, or have text displayed on the sides of the map (Id love to see a newbie map that comes with a COMPLETE hotkey chart).

A map zip also does not HAVE to be one .map file. It could include a version with many start locations (even if only 2 neighbors) and one for fewer start spots but they all have X neighbors. Or it can include an NI (No Indies) version. Or a PI (Partial Indies) version. Or a Scenario version where certain nations are preset with bonuses for challenge, balance, or for better AI play.

It could include a .map with special surprise provinces designed around themes such as the ever-popular Faerun map. Or like Leif Gustafson used to do with maps that reflected worlds already pretty much owned by Dragons, or Vampires, or Weres, or Knights. Or quite simply a .map file which has been run thru the SemiRand program for a Faerun-like effect. Or run thru my Chaos program for something that burnouts might enjoy playing.

Last edited by Gandalf Parker; June 2nd, 2011 at 09:08 AM..
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Old June 3rd, 2011, 09:00 AM
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Default Re: how much can we mod a MAP?

Side Note; I wonder how of these we could chain? run a map thru a sepia filter for a look closer to Elmokki's maps, and then a routine to cleanup starting locations, and then a PI program to cut recruitable independents to about 1 in every 10 provs, then add all of the possible ALLY commands so that all AIs in the game will alloy against the players, then thru SemiRandom for surprise provinces, and then thru the Chaos program to add more surprises to EVERY province including home capitals.
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Old June 5th, 2011, 01:52 AM
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Default Re: how much can we mod a MAP?

Quote:
Originally Posted by Gandalf Parker View Post
Or a Scenario version where certain nations are preset with bonuses for challenge, balance, or for better AI play.
Early age Niefelheim provides the greatest late game challenge due to their magic paths. If the map is designed to help them with research the human player will realize supercombatants will not be enough. This is because their mages will have access to disentegrate, claws of kokytos, hellbind heart, charm and paralyze... which brings down even the best SCs. The most important of these is claws of kokytos since no amount of mg resistance will save your precious SCs. The other critical spells Niefelheim uses during late game include mass protection, doom, anti-magic, mass regeneration, rush of strength, blood vengeance, will of the fates, horror mark, frozen heart, nether darts, niefel flames, and a few others I probably missed.

IF the human player wishes to challenge themselves against the toughest AI opponent then Niefelheim needs help researching within the .map file.

It's critical the maps do not have water provinces since almost all land opponents have zero skill at expanding into the water. The only exception would be if a powerful ally for computer opponents was placed into the water such as early age atlantis or late age ry'leh... and it would need huge bonuses. Also Niefelheim should be placed on the impossible setting whenever possible.

I plan to release a map soon which will allow one or more human opponents to recognize the true terror of Niefelheim during late game... if they survive long enough.
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Old June 10th, 2011, 06:26 PM
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Default Re: how much can we mod a MAP?

Does Nief max out the capital sites? If it doesnt have 4 magic sites then you could always add a loremaster site. Or just give it a second castle like a Wizards Tower and give it 4 sites chosen to provide specifically what Nief lacks. Decent pretender (non-moving?) and appropriate scales?

Dont answer. No need to spoil the surprises.
I look forward to your map.
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