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  #131  
Old February 7th, 2004, 02:38 AM
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Default Re: Seeking map or need advice on making it

Quote:
Originally posted by Targa:
quote:
Originally posted by Gandalf Parker:
Do you want to setup something for a nightly randomizing on the .map file such as the Miirunst map has?
AFAIK Miirunst is a map you can d/l from Illwinter. I've seen you mention this randomizing in a diff thread, but have no clue what you're talking about.
In this directory are two that are nightly randomized..
http://www.techno-mage.com/~dominion/Dominions2/
The Poke_Eye.map uses the eye.tga for a very.. different.. type of game.
The MiirunstX.map uses the Miirsunst.tga for the same type of extreme play. Both are re-rolled every day.

Quote:
The only downside is having to load each large pic individually rather than having a thumbnail page, but that's no biggie.
There is an index image.
http://www.techno-mage.com/~targa/blanks/00_index.jpg
It just isnt in a nice web-page so you can click on one of the images to get to the file. If you look at the index each morning you should get a quick idea if any of the maps seem worthy of grabbing. Every day a new batch.
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  #132  
Old February 7th, 2004, 04:34 AM

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Default Re: Seeking map or need advice on making it

Ah, I see. Well, I think that's a bit ahead of my current skill level. If you think people will have a use for it (using the CoT map w/randomized .map file) then feel free to do so. Anything I make and post is Dom community property as far as I'm concerned.

Must have missed seeing that index pic. That's perfect, thanks.

[ February 07, 2004, 02:35: Message edited by: Targa ]
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  #133  
Old February 7th, 2004, 11:02 AM
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Default Re: Seeking map or need advice on making it

Quote:
Originally posted by Targa:
Can't do much until JK figures out what's wrong with the map editor. If that turns out to be a huge project for him, then there's no point in starting on other maps.
Use the .map file from another map, clear the neighbour commands and other specific stuff. The new map with from your .tga will load up fine in the editor then. Declare neighbours using the editor. Tedious, but should work ok with small maps.
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  #134  
Old February 7th, 2004, 04:40 PM

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Default Re: Seeking map or need advice on making it

Quote:
Originally posted by Arralen:
Use the .map file from another map...
Just thought of this myself. Gonna give it a try now.

CoT is on Illwinter now, so I removed it from GP's machine. Find it here:
http://www.illwinter.com/dom2/maps.html

Edit: Yep, all I had to do was rename aran.map to my map and it loaded up fine.

[ February 08, 2004, 04:02: Message edited by: Targa ]
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  #135  
Old February 8th, 2004, 06:24 AM

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Default Re: Seeking map or need advice on making it

Quick update for those following this thread. Map's done. Got it loaded in the editor by using a blank .map file. All neighbors, done. Nostarts, specials, done. All that's left for tomorrow is to set poptypes for various provinces. Not sure how carried away I'll get with that. I'm guessing that unless something unexpected happens, I'll need some beta-tester volunteers by tomorrow night.

Edit: Quick poll:
Again, here's the preview of the map:
http://www.techno-mage.com/~targa/webmap.jpg

I'm considering adding recruits so land-based players can enter the water. IIRC, Shambler Reef only allows you to recruit grunts, so you'd need a water mage as a commander. This kinda stinks, since they can only take 1 grunt for every level of water magic (ugh, what a waste). Alternatively, ppl can forge magic stuff to enable them to enter the water with their troops.

Or, If I add #poptype 57, you can recruit from that province the amphibious Shambler, Atlantan Spearmen, and a Shambler Chief. So which way to go? Or use both? How many sites? 1 by each large lake too much? Thoughts?

[ February 08, 2004, 04:38: Message edited by: Targa ]
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  #136  
Old February 8th, 2004, 06:26 AM
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Default Re: Seeking map or need advice on making it

Yea!!
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  #137  
Old February 8th, 2004, 03:08 PM
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Default Re: Seeking map or need advice on making it

you can set the population of a coastal region to those Icthy guys. They have land/water commander/troops. But somehow the game seems to put them around pretty well so play test might show it not to be a concern.

But again I dont think water needs boosted. Its a tactical decision. If I see that water is very strategic on a map I will often design for it. If not water nations then Vanheim, or Marignon that ship theme, or Jotun with Water Cult.
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  #138  
Old February 8th, 2004, 04:56 PM

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Default Re: Seeking map or need advice on making it

Quote:
Originally posted by Gandalf Parker:
you can set the population of a coastal region to those Icthy guys. They have land/water commander/troops.
"Icthy guys"? Don't see anything in the docs as a poptype that looks like that.

Quote:
But again I dont think water needs boosted.
You mean that I shouldn't be adding a way for land-based troops to recruit amphibious units? Just let the game decide if it wants to put anything in? If I did that, and someone decided to play as or against R'lyeh or Atlantis, land-based armies would have to forge water-breathing items. You think that's enough?
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  #139  
Old February 8th, 2004, 06:20 PM
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Default Re: Seeking map or need advice on making it

How odd. I dont see a number for them either. But they do show up and are an independent race. I would ask Illwinter about that.

As for water-boosting, yes it might take water breathing equip but thats not hard to get in water or air paths. And many natons have ways of entering the water. Water mages, death mages (for undead troops), the water cult theme, the sea-farer nations (marignon, vanheim). There are also quite a few pretender choices that make water an option. If a player feels the water is going to be important then its not hard to build for it without being a water nation.
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  #140  
Old February 8th, 2004, 07:16 PM

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Default Re: Seeking map or need advice on making it

Yep. I'm getting the gut feeling (early guess) that ppl will vote to let the players deal with it, and not have me add specific recruitment sites. I want to take a sec to thank you (and everyone who has responded) for your constant feedback. Though I may be able to make a map look halfway decent, I'm still limited in my knowledge of gameplay, and I value the opinions of those with more experience.

Edit:
Ugh, looks like I've underestimated castle/temple size and placement. As seen here:
http://www.techno-mage.com/~targa/ca...emple_size.jpg

They've been placed on top of and across the river. Gah. Once you change the dot placement, Dom2 renumbers all the provinces, since province number is based on location in X/Y axis....which means all the neighbors and stuff will be whacked out. Back to the drawing board. Guess I'll have to calculate pixel dimensions/placement and save it for future map-making reference.

Edit2:
Aha! Thank you Illwinter for making #defaultmapzoom option! Fixed.

[ February 08, 2004, 18:44: Message edited by: Targa ]
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