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Gandalf Parker
January 10th, 2007, 02:41 PM
http://www.dom3minions.com/docs/map_qref.txt

3.1 #dom2title <text> The title of the map.
3.2 #imagefile <filename> The image file of the map
4.1 #scenario This command tags the map as a scenario
4.2 #description "<text>" The description of the map
4.3 #neighbour <province nbr> <provincenbr> Makes it possible to move
4.4 #nostart <province nbr> Tags a province as unstartable.
4.5 #terrain <province nbr> <terraintype> Sets the terrain of a province.
5.1 #maptextcol <red> <green> <blue><alpha>
5.2 #allowedplayer <nation nbr> Makes this nation one of the allowed
5.3 #landplayers <> no affect in Dom3
5.4 #seaplayers <> no affect in Dom3
5.5 #features <0-100> Sets the magic site frequency.
5.6 #start <province nbr> By creating at least one start location for each
5.7 #specstart <nation nbr> <provincenbr> specific nation to a specific start
5.8 #nohomelandnames home lands no longer named for nations
5.9 #computerplayer <nation nbr> <difficulty>
5.10 #cannotwin <nation nbr> This nation will not granted the win
5.11 #victorycondition <condition nbr><attribute>
5.12 #victorypoints <province nbr> <1-7> number of VP this province is worth
5.13 #god <nation nbr> "<commandertype>" pre-select the god of this nation
5.14 #scale_chaos <nation nbr> <(-3)-3> Forces the dominion scale
5.15 #dominionstr <nation nbr> <1-10> dominion strength of a nation
5.16 #landname <province nbr>"<name>" sets name of a specific province.
5.17 #nonamefilter disable Map filter that displays province names
5.18 #allies <player> <player> specific AI will not attack AI
5.19 #startspell <player> "spell name" nation with spell preresearched.
6.1 #land <province nbr> kill off province and allow settings
6.2 #setland <province nbr> do not kill province but do allow settings
6.3 #commander "<commander type>" place commander and allow settings
6.4 #comname "<name>" overwrites the active commander's random name
6.5 #bodyguards <nbr of guards>"<type>" Gives bodyguards to commander.
6.6 #units <nbr of units> "<type>" squad of soldiers to commander.
6.7 #clearmagic Removes all magic skills from the active commander.
6.8 #xp <0-900> Gives experience points to the active commander.
6.9 #mag_astral <level> Gives magic ability to the active commander.
6.10 #randomequip <0-4> Gives random magic items to commander.
6.11 #additem "<item name>" Gives a magic item to active commander.
6.11 #additem "<item name>" give specific item to commander
6.12 #killfeatures Removes all magic sites from the active commander.
6.13 #feature "<site name>" Puts a magic site in the active province.
6.14 #knownfeature "<site name>" a found magic site in province.
6.15 #fort "<fort type>" Puts a fort in the active province.
6.16 #temple Puts a temple in the active province.
6.17 #lab Puts a laboratory in the active province.
6.18 #owner <nation nbr> Changes the ownership of the active province.
6.19 #unrest <0-500> Sets the unrest level of the active province.
6.20 #population <0-50000> population number of the active province.
6.21 #poptype <poptype nbr> Sets the population type of the active nation.
6.22 #defence <0-125> Sets the province defence of the active nation.

Jack_Trowell
January 10th, 2007, 04:40 PM
Thanks gandalf, I'm currently writing a Perl library to parse map files in a perl structure and back to allow for easier map edit with scripts, and this houdl help

(It's all in the map manual, bu having it all like that will make my job easier)

Edi
January 10th, 2007, 04:47 PM
Jack, you're going to need some additional info, which is going to be available sometime in the relatively near future. The list of forts and list of poptypes are both ready for release, sites, units & items are under construction. I'll see what I can release early next week.

The #feature and #knownfeature commands also work with site numbers now. As soon as IW gets back to me regarding a few questions I had for them, we'll get rather better info on that and terrain types are on my list of things to do.

Edi

Gandalf Parker
January 10th, 2007, 05:17 PM
There is more docs available at
http://www.dom3minions.com/docs/

I could easily number the lists (its a single command in linux) but someone would need to quickly verify the numbers as matching up. Usually Johans list start with 0

I should point out that anyone working on the
A) SemiRandom Provinces program to scatter logical provinces on the map
B) random AI assignment
C) more logical scattered monsters/units as surprises

then I feel I should mention that there are game changes in the works that will override your projects. I only feel obligated because I remember lots of time and effort put into map editors, map generators, AI boosters which later became dead projects when Johan added the features to the game. *sigh*

Jack_Trowell
January 10th, 2007, 05:20 PM
forts and poptypes, at least, are in the map manual, and when parsing existing maps, it don't matter what feature or other value is used, as I just get the existing value and keep it, but yes it will be most useful in the near future when I wil be starting to add detailled , and not random, features.

What I would need more currently is more information on the terrain types : I suppose that it work with masks, like #custommagic for exemple, but I don't have the list of those masks. Did we already have this list ? (maybe some courageous guy that used the map editor to get all possible values ?)

One I have that, I will be able to create a pseudo map object (in fact a Perl hash structure) from *any* existing map file. That will allow me to modify existing files (and even create them from scratch) without losing existing informations, and create map files from this same structure.

In fact, I think that the parsing function might be done tonight or tommorow, except for terrain types where i will just keep the numeric value as placeholder.

Jack_Trowell
January 10th, 2007, 05:40 PM
Gandalf Parker said:
There is more docs available at
http://www.dom3minions.com/docs/



Yes I know of http://www.dom3minions.com/docs/, very useful.

You extracted those info using unix command string, isn't it ?



I could easily number the lists (its a single command in linux) but someone would need to quickly verify the numbers as matching up. Usually Johans list start with 0

I should point out that anyone working on the
A) SemiRandom Provinces program to scatter logical provinces on the map
B) random AI assignment
C) more logical scattered monsters/units as surprises

then I feel I should mention that there are game changes in the works that will override your projects. I only feel obligated because I remember lots of time and effort put into map editors, map generators, AI boosters which later became dead projects when Johan added the features to the game. *sigh*



Thanks for the warning, I'd hate to work for nothing.

That's why my main work currently is first a library of function that will make further modding and editing easier.

I hope to have a first version done by this week-end, that will allow to remake (once again) your basic random script with just a few lines of perl code. (I plan to upload both the first version of the library and this script as an exemple)

With the way I'm doing things, the library should keep working whatever new option came in future patch, and will be easy to extend to new commands. It's not stellar programming, but it will do the job, and do it well. (if there's one thing Perl has been created to do, it *is* parsing and creating text files http://forum.shrapnelgames.com/images/smilies/biggrin.gif )

Gandalf Parker
January 10th, 2007, 05:55 PM
Ask and it shall appear...
http://www.dom3minions.com/docs/terrain_math.txt

Those are two different versions of the bit_math that modifies the terrain settings. Is that what you wanted?

Jack_Trowell
January 10th, 2007, 06:17 PM
Yeesss !

This will allow me to finish my get_terrain_types_from_code() function !

Bu what does "firesite" and others do exactly ?

Special sites are supposed to be set with the #feature and #knowfeature commands.

Is it for a random fire site ? A placeholder for future specials (such à the cave province added in 3.04) ?

Gandalf Parker
January 10th, 2007, 06:33 PM
Apparently it allows the game to make more logical assignments of the random magic sites. So that you can mark a volcano as "should have fire sites" and a cave as "should have earth sites".

Jack_Trowell
January 10th, 2007, 06:37 PM
Gandalf Parker said:
Apparently it allows the game to make more logical assignments of the random magic sites. So that you can mark a volcano as "should have fire sites" and a cave as "should have earth sites".



Ok I see : it's well known that some terrain types can influence what sites are found (such as an increased chance of nature site in a forest), and with this we can add "flavor" types further influencing sites distribution.

Yes, I see what good usage I could make of that, hum ...


Note : 46 % of parsing function done (currently adding the #god command)

Edi
January 10th, 2007, 06:45 PM
Jack_Trowell said:
forts and poptypes, at least, are in the map manual, and when parsing existing maps, it don't matter what feature or other value is used, as I just get the existing value and keep it, but yes it will be most useful in the near future when I wil be starting to add detailled , and not random, features.


The list in the manual is far from complete and the fort list may actually have some inaccuracies in it. I've attached a full list of forts and poptypes to this post. I'd have added the sites as well, but that one is still lacking some pretty damned important info, namely the terrain masks for the different sites.

Gandalf, are you able to pull the site terrain masks from the innards of the game somehow? If you could, that would be absolutely great and I could finish the site portion of the DB in a a day.

Edi

Jack_Trowell
January 10th, 2007, 07:01 PM
Thanks Edi, it should be useful for the next part of my library. (http://www.dom3minions.com/docs/ has the lists, but not the IDs)

Note : just finished with parsig preset nation scales parsing, almost half the work is done.

Jack_Trowell
January 10th, 2007, 07:11 PM
I just realized that a small birthday cake icon had appeared aside my name because it's my birthday, and what do I realize too ? The very same cake is aside Edi's name too !

So Happy birthday Edi ! /threads/images/Graemlins/Cake.gif

Gandalf Parker
January 10th, 2007, 09:58 PM
Edi said:
Gandalf, are you able to pull the site terrain masks from the innards of the game somehow? If you could, that would be absolutely great and I could finish the site portion of the DB in a a day.
Edi


Afraid not. I cant extract data that he has variabled. I can only get the text. Descriptions, names of monsters, names of sites, names of equipment, list of forts, etc.

Added note about the special province project:
the strings file of the game can be quite useful for grepping out suggestions. Such as grepping for wolf and wolves
grep -i wol[vf] stringsDom3.txt
gets a nice list of monsters, equipment, spells and sites have something to do with wolves and which can spark some thoughts. Same with dragons, or vampires, or barbarians, or tower, or death.

HoneyBadger
January 10th, 2007, 10:40 PM
Happy Birthday Jack and Edi!

Since it's your respective birthdays, you can both request an idea for a nation or etc. in either 1: the very very early primordial-age Dom3 mod, or 2: the very very late Istanbul not Constantinople age Dom3 mod, and I'll try to fit them in unless I don't like them. Current details are in the Ideas for a New Age (or whatever I named it) thread. Hey, it's all I have to offer.

NTJedi
January 10th, 2007, 11:18 PM
Gandalf... your list needs to be updated.
Your current #fort will not work correctly.

Edi
January 11th, 2007, 06:55 AM
Thanks for the birthday wishes and happy birthday to you too, Jack, even if I'm a day late with that!

NT Jedi, Look up my post above, it has the full list of forts that I was able to get out of the game attached. It was compiled by slapping the forts into a map file and then writing them down, so it is correct as of v3.04. Use that. So far it seems only Jack has downloaded it.

Edi

Gandalf Parker
January 11th, 2007, 12:22 PM
NTJedi:
that list isnt really mine. The first part is taken from the game and the second part is someones post here.

Edi:
Thats a great chart but maybe the format is putting people off. Do you mind if I convert it to something more generic and post it from dom3minions/docs? I would add a credit line to you.

Edi
January 11th, 2007, 12:55 PM
Sure. Though I think that people might have overlooked the attachment. It's easy enough to do.

I posted an Excel version because many people here are Windows users and don't necessarily have Open Office. It's just a part of the whole Dom3 DB, which is going to be done in OO (but can be ported to SQL or other things), and I'll release the final one in OO format. Won't bother with Excel for that one because it'll mean that for the most used part of it I'd have to redo a substantial amount of stuff.

The forts and poptypes are basically the only things that will be easy to convert to text, everything else has far too many columns.

Edi

Gandalf Parker
January 11th, 2007, 02:19 PM
OK its available now here
http://www.dom3minions.com/docs/Forts_Poptypes.html
great chart.

Zylithan
September 28th, 2007, 12:51 PM
Is there a known bug with the #knownfeature command?

I frequently see sites I try to assign not show up. In fact, if I play the same .map file repeatedly, every time I get different ones of the known features showing up and not showing up in my provinces. Either I am doing something wrong (my guess) or this is seriously bugged. I attached part of my .map file here, hoping someone wiser will correct my errors. With the code below, usually most/every province has an Augur elder place, but the other sites appear randomly, sometimes yes, sometimes no. I have never seen a site I didnt assign show up as known. Site searching has never revealed one of these sites to be hidden. (I attached the whole .map in case what I pasted below isnt enough)

Header info first, then....

#land 13
#knownfeature 336 -- Chillsick Swamp
#knownfeature 398 -- The Vale of Infinite Horror
#knownfeature 564 -- City of the Damned
#knownfeature 100 -- Augur Elder Place

#land 38
#knownfeature 336 -- Chillsick Swamp
#knownfeature 398 -- The Vale of Infinite Horror
#knownfeature 564 -- City of the Damned
#knownfeature 100 -- Augur Elder Place

#land 64
#knownfeature 336 -- Chillsick Swamp
#knownfeature 398 -- The Vale of Infinite Horror
#knownfeature 564 -- City of the Damned
#knownfeature 100 -- Augur Elder Place

#land 88
#knownfeature 336 -- Chillsick Swamp
#knownfeature 398 -- The Vale of Infinite Horror
#knownfeature 564 -- City of the Damned
#knownfeature 100 -- Augur Elder Place

#land 112
#knownfeature 336 -- Chillsick Swamp
#knownfeature 398 -- The Vale of Infinite Horror
#knownfeature 564 -- City of the Damned
#knownfeature 100 -- Augur Elder Place

#land 145
#knownfeature 336 -- Chillsick Swamp
#knownfeature 398 -- The Vale of Infinite Horror
#knownfeature 564 -- City of the Damned
#knownfeature 100 -- Augur Elder Place

#land 181
#knownfeature 336 -- Chillsick Swamp
#knownfeature 398 -- The Vale of Infinite Horror
#knownfeature 564 -- City of the Damned
#knownfeature 100 -- Augur Elder Place

#land 214
#knownfeature 336 -- Chillsick Swamp
#knownfeature 398 -- The Vale of Infinite Horror
#knownfeature 564 -- City of the Damned
#knownfeature 100 -- Augur Elder Place


---
Province names/terrains
#terrain 1 516
#terrain 2 etc.....

Zylithan
September 28th, 2007, 02:55 PM
when i use

#land 13
#knownfeature "Chillsick Swamp"
#knownfeature "The Vale of Infinite Horror"

etc...

It fails the same way. http://forum.shrapnelgames.com/images/smilies/frown.gif
My map is all done except for this http://forum.shrapnelgames.com/images/smilies/frown.gif

If I can't get this to work, am I correct in thinking there is no way to create my own sites without users having to install a mod? All I want is to set recruitment, and a few bad things like curses and horror marks, etc.

Gandalf Parker
September 28th, 2007, 03:18 PM
The game does its thing first, and then reads your requests for changes to the map. If you dont clear the sites that are there first, then its a random roll of the dice whether or not you will get your add-ons because there might already be 4 sites there.

Or it might be broke. I really havent messed with that for a long LONG time

Zylithan
September 28th, 2007, 08:39 PM
Hrm. Gandalf - your suggestion was good, but it wasn't the problem. When I added kill features it didnt help. But, when i call

#knownfeature "Name of Feature"

it seems more reliable than calling the number. Don't ask me why. I'm just saying this is what I see.

Also, City of the Damned in Edi's excellent db is actually "The City of the Damned" or else it won't show up.

well, rock on forum members.

Some day we really need to put together a more useful how to make a mpa document than comes with the game, using our knolwegde, and various mods/utilities people have made. I'd love to help with this, but am not nearly experienced enough to do it myself.

Frostmourne27
September 28th, 2007, 10:29 PM
Well, I just finsihed a version of Orania Nasty Edition, and I got #knownfeature to work just fine. Note that known feature does not work very well if used by number. Half the time it goes nuts, and half the time nothing happens. Even using site names, there were one or two sites I couldn't get to wrok no matter how hard I tried, but most worked ok. Auger Elder Place isn't a valid site, according to the DB, so that shouldn't work. AFAIK, you can't add new sites to a map, you need to do that in a mod. City of the Damned is unique, but that a shouldn't matter if you place them yourslef.

Zylithan
September 28th, 2007, 10:43 PM
Frost - yeah, because it was a comment, the misspelling was not a problem. i spelled it correctly when i called the sites by name. but yeah, i found what you just said... that calling by names works better than numbers. City of the damned isnt unique based on Edi's db, but i dont know. But it wont show up at all unless you call it THE City of the damned, which isnt in the db. (i found this out by calling it by number)

calling by name, i have had no problems. http://forum.shrapnelgames.com/images/smilies/happy.gif
so i guess thats the solution.
bummer about not adding sites without a mod, but oh well.

Edi
September 29th, 2007, 04:34 AM
I have never had any problems calling specific sites by number, either with #knownfeature or #feature. However, if you have a lot of #knownfeature commands (as in if you try to put all sites into a map using #knownfeature) it craps out somewhere after 500 sites, but I don't remember exactly where. A little bit before Merman village, I think. If you change half the #knownfeature commands to #feature, there will be no problem.

Gandalf Parker
September 29th, 2007, 04:13 PM
If I remember, the DOS versions of a .map file can have problems if you have a space after the end of the last item?