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CaptainKen
February 20th, 2004, 02:01 AM
Please - Where are all the maps we get to play in single player? Are ther only the 3 or 4 I see on "Create a new game" - THe others are scenarios - so I'm guessing there are just these few maps

2) How - where do I get to "pick the number of provinces" I want to play - is that only in Multiplayer - I have the 2.08 patch

and finally 3) If playing a game against 2 opponents (single player) - ABOUT how many turns is a game - I know its just a guess, but I 'm looking for ballpark - 50? 100? 150? 200? more? I just want an idea - THANK YOU for answering these questions

moodgiesanta
February 20th, 2004, 02:15 AM
1. You need to download maps from the Illwinter website, here. (http://www.illwinter.com/dom2/maps.html) . Then you need to unzip the files into your Maps directory, if you are using Windows. Else, I'm not sure. You should be able to select them at game creation.
2. At the very top of the list of game options when creating a game should be an option to change the number of starting provinces.
3. It depends. http://forum.shrapnelgames.com/images/icons/icon7.gif

Argitoth
February 20th, 2004, 02:55 AM
3. just play the game

and the demo cannot be patched

[ February 20, 2004, 00:56: Message edited by: Argitoth ]

Arryn
February 20th, 2004, 03:17 AM
Originally posted by Argitoth:
and the demo cannot be patched <font size="2" face="sans-serif, arial, verdana">It doesn't need to be. A v2.08 demo is downloadable from Shrapnel.

PDF
February 20th, 2004, 11:29 AM
About 3/
On a small (100 some provinces) map with only 2 AI, a ballpark figure for a newbie game should be 100 turns... Unless you're beaten early in the game, or are a defensive/development minded in which case it can be like 150... http://forum.shrapnelgames.com/images/icons/icon12.gif

CaptainKen
February 20th, 2004, 01:26 PM
Again - I truly thank you folks for responding to my quest for information - We noobies need all the help we can get - How about one more question - I keep hearing about the importance of understanding the magic element of this game. But as far as I can tell, all you do as a player is "research" and the computer takes care of the rest - that is, I don't actually "use" magic - the computer does it for me, and all I do is watch - or am I missing something else?

DLC
February 20th, 2004, 01:37 PM
magic includes summoning and ritual spells, as well as forging items that improve your commander.

CharonJr
February 20th, 2004, 01:45 PM
And by the path of research you choose you have a direct influence about the spells your mages are able to cast.

In addition you can script the first 5 spells for your mages and have further influence on the spells they will likely cast by giving them certain items/gems.

CharonJr

Taqwus
February 20th, 2004, 04:57 PM
Non-combat magic can be a very, very large factor except perhaps in the fastest, smallest furballs. Non-combat magic can be used to move armies, kill commanders, forge items to help commanders in various ways, summon assorted troops and commanders, gather intelligence on enemy provinces, find more magical sites, grant great health to your units, etc. You can't control spells in combat once the scripts run out (other than stipulating that the commander should cast spells or should instead melee or whatever) but for the duration of the script and outside of combat you have good control.

mlepinski
February 20th, 2004, 09:12 PM
I quick clarification (I know this isn't obvious because I'm a newbie myself and it took me a while to figure it out).

To cause a commander to cast a sequence of specific spells in combat:
- Go to Army Setup and Click to Set Battle Orders for the commander
- Click "Cast Specific Spell"
- Choose the spell you want him to cast on turn 1
- Click "Cast Specific Spell"
- Choose the spell you want him to cast on turn 2
...

You can script spells in this manner for the first 5 rounds. After that you can choose a generic "Cast" order and the computer will pick spells for the duration of combat.

- Matt L. :->

EternalSpearman
February 20th, 2004, 10:50 PM
In the vein of what mlepinski said, to cast a ritual (one not cast in a battle) spell:

Click the word "Defend" (or whatever the current orders for the commander is) under the picture of a mage, and click "Cast Ritual Spell", and choose one from the list. Some are summoning spells that summon a particular creature or creatures, some are global enchantments that effect the world as a whole.