View Full Version : Scenario World of Geometry (337 prov)
Twan
November 17th, 2007, 10:17 PM
When Pharaex the Geometer, the Astrologer of Doom, Slaver and Master of the Big Monsters, God's of Men Fate, The Rock, Lord of Simetry and Geometry, Prince of the Surface and the Underworld, The Persuasive One, Guardian of Existence, Ruler of the Metal Orders, Guide of Souls, The Dark Smith, He Who Is At The Center, The Unforgiving God, (etc...) became the new Pantokrator, after having enslaved most of his competitors, he banished the few remaining pretender gods and their followers, to the valleys near the Border of the World mountains, keeping the rich Plain of the Middle for his worshipers, and establishing himself At the Center (like His Title said), where lies the Throne of the World, on the Isle of Eternia.
But in his megalomaniac love for Geometry, Pharaex has used far too much of his power reshaping his realm to make all provinces hexagonal, and he is now trapped in his physical form on the isle, under the protection of his two generals... and the other pretenders are rising again.
There are two ways to reach the Isle.
The easiest road goes through the Plains of Eternia. It's a rich area with lots of fat farmlands, and only defended by some garnisons of mortal followers of Pharaex. But the shape of the plains makes very hard to establish a tough realm in this area, all provinces border 6 others, and as 11 other pretender gods have the same hopes as yours, attacks against your positions can come from everywhere.
There is another way, a shorter road, by one of the four gateways of the Underworld, under the Border Mountains. But the underworld is heavily guarded, by the magical armies and the Big Monsters of Pharaex, former pretender gods He succeeded to enslave. This road isn't easy at all, but the rewards may worth the risk. Lots of magical gear can be looted on the keepers, and most province of the underworld also have many sites. The ones with the gateways, especially, are known to make many rituals cheaper.
http://img218.imageshack.us/img218/2213/worldofgeometrminivi3.jpg
--
This map has been made with the idea of a "King of the Hill" (in this case "the isle") kind of game. Start position are very balanced (same number and kind of neighbors for everyone), and players start at about the same distance of each other and of the objective. There is only one VP, the Isle of Eternia, and a "cumulative VP" victory condition would be the best I think (anyway even with standard victory conditions, Eternia remains an important place, as the Throne of the World in there).
(more infos about everything in the readme)
PS : The graphics are not mine, as I'm lazy and have two left hands I've used parts of other dominions maps (mostly Cradle of Dominion) as patterns in gimp. The result is sometimes strange (ie : mountaintops and trees are cut by province borders) but globally good looking. I hope the authors have nothing against my use of their artworks.
----------------
- Version 0.31 (corrected some terrains and added a lot more special garrisons)
- Version 0.4 (corrected some wrong commands and connections, adjusted the garrisons)
- Version 0.5 (fixed the deep seas caves and some bugs, tried to balance more garrisons, changed special sites distribution, new version of the tga, added worshipers of the enslaved gods)
- V 0.5b (2 missing neighbours added)
- Version 0.5c (fixed a big bug caused by wrong quotation marks, making most deep sea garrisons and sites land units/sites instead)
- Version 0.6 (added #killfeatures for provinces with 3 or more special sites, to be sure they appear)
- Version 0.7 (added supply items for some big garrisons)
- Version 1.0 (I think all bugs/connexions are now fixed so probably definitive)
* all special sites should now appear
* cities made more important
* central encounter made harder (Pharaex has now a ghost king prophet supported by a communion of ghost mages)
* added two little mods you may or not use with this map (one make Pharaex impossible to charm and harder to affect with MR spells, the other triple the fatigue cost of enslave and charm, allowing less attempts to take control of big monsters)
lch
November 17th, 2007, 10:24 PM
Oooooh, pretty! Me likey!
Twan
November 17th, 2007, 10:31 PM
PPSS : the map is for 12 nations (10 land, 2 sea), there are no other start positions.
Lazy_Perfectionist
November 17th, 2007, 11:08 PM
Monstermom!
Nice map, definetly interested in. Trying out now. As a side note, its dizzying when I zoom out all the way like I usually do. It's quite playable at a more normal zoom, however.
zepath
November 17th, 2007, 11:09 PM
Twan, your borders are simple and functional but still appealing, and on the whole it seems pretty balanced. This would probably make a popular multiplayer map. Great work!
Lazy_Perfectionist
November 17th, 2007, 11:14 PM
On a side note, some of the province connections are a bit odd, what with 94, 86, and whatnot. That's certainly intended, but I was wondering from a roleplaying or geographic perspective what they were.
I don't mind from gameplay, but my brain wants to label what its seeing, and has no idea.
Twan
November 17th, 2007, 11:50 PM
The fronteers have been drawn first (and the connections thought to have each player access to the central plain threatened by his neighbours) far before I add graphisms. I've then fullfilled the provinces with graphical patterns, and so the pictures of mountains don't have necessarily their mountains blocking impassable borders etc... See the pictures of terrain X as the symbol of a terrain type X in the province, nothing else (I'm a little too lazy to adapt all images to my strange connections).
PS : The hall of fame of my test game with 11 AIS... the 11 first places are trusted by Pharaex beasts.
1. White Cow of Pharaex (Great White Bull with heroic quickness... seem to have destroyed several Arco AI army, 200+ victims).
2. Enslaved Gorgon (with unequaled obesity)
3. Enslaved Shedu
4. Red Pet of Pharaex
5. Octopus of Pharaex
5. (etc...)
10. General of the East
11. General of the West
PashaDawg
November 18th, 2007, 12:32 AM
Wow. Nice map!
Zylithan
November 18th, 2007, 03:06 AM
looks cool. giving it a look-see.
Kristoffer O
November 18th, 2007, 06:00 AM
Nice!
lch
November 18th, 2007, 11:12 AM
Province 36 is no cave.
WraithLord
November 18th, 2007, 12:46 PM
Kewl http://forum.shrapnelgames.com/images/smilies/happy.gif
Twan
November 18th, 2007, 05:33 PM
Version 0.3 :
- corrected 2 or 3 wrong terrains
- corrected a wrong command used to give bonus picks to the mages of special garrisons ("magic_xxx" doesn't work it's "mag_xxx"), they should now be better
- given the best indie mages a booster instead of one of their levels (more loot http://forum.shrapnelgames.com/images/smilies/happy.gif
- added new special garrisons or bonus garrisons in all the remaining underworld provinces and all provinces of the circle of mountains surrounding the central plain
- added an heretic mage in each province of the central plains
0.31
- corrected the missing neigbour Daynarr has found
Daynarr
November 18th, 2007, 06:44 PM
Another note, provinces 45 and 57 should be connected, at least border suggests so
Twan
November 18th, 2007, 07:06 PM
Thanks, added #neigbour 45 57 .
Twan
November 19th, 2007, 08:43 AM
In the next version I'll try to balance more the garrisons with big monsters (boost a little the ones with the weakest creatures - I think the easiest encounters are with Manticores, insufficient prot. for a beast going to fly alone and attack rear ; and Scorpion Kings, insufficient hp even if prot. is good).
konming
November 20th, 2007, 03:56 AM
The four gateway provinces do not have "gateway" "nexus" etc, which makes them kind of useless. Maybe that's because you used #knownsite instead of #knownfeature?
Twan
November 20th, 2007, 08:04 AM
Argl sorry I've probably not used the good version to make the last one, as I remember to have changed the "knownsite" commands sometimes ago.
So some other fixes have probably disappeared in the last version as well. http://forum.shrapnelgames.com/images/smilies/frown.gif
I'll try to verify all map commands, connections and terrains and post a new one.
(edit : in fact I forget to copy many changes I've made only in my test encounters version - was using a map file with a starting army to test the strength of my garrisons faster, and I've stupidly fixed some errors in it without copying the fixes in the released version http://forum.shrapnelgames.com/images/smilies/redface.gif )
Twan
November 20th, 2007, 12:30 PM
Version 0.4
It's probably not the definitive version (changes to the garrisons need testing) but as there were errors in the last, I release my actual one.
Fixes :
- re-verified the map and corrected some neighbour errors (removed 193 198 added 122 137)
- all knownsite -> knownfeature
- all "(monster name)s" --> "(monster name)"
- the "flying cow of pharaex" was a kraken instead of a shedu http://forum.shrapnelgames.com/images/smilies/happy.gif (and died in turn 1 in its land province)
Other changes :
- bonus for the weakest big monsters and the keepers of the gateways : an heroic ability for many (they get some starting xp but not too much, so players should be able to have heroes by turn 3 or 4), + 2 wyverns bodyguards for manticores, + 2 scorpion men bodyguards and 3 scorpion beast units for scorpion kings
- all big monsters garrisons get a telestic animate with blood 1 but no slaves (the goal is to avoid the auto rout phenomenon - the human mages were sometimes exhausted very fast, the magic beings dissolved and the big monsters even if still alive and not tired were auto routed due to the resulting 75% losses) - telestic animates also keep their holy powers (armies of skeletons were too good against my garrisons with no priest) and the ones of gateways provinces get holy 3 to smite a little
- human and aquatic bonus garrisons recieve some indie priest(s) as well (sea fathers for seas) ; cities get a bonus of 20 heavy infantry + a mage from their sites
- many of the v0.3 bonus garrisons toned down, they were often more efficient than the ones with big monsters (the Black Towers with a demon summoner get 3 demon knight as starting units but no longer are in addition with normal troops ; many other have a little less units)
- the commanders of special garrisons of the same type now get different items, so no garrison is exactly like another ; globally fewer items per garrison but more powerful
- less gems for indie mages globally
- + 1 bonus site per gateway province, all schools now have a bonus somewhere (and conjuration in all gateways)
- a little less population in the starting areas
konming
November 20th, 2007, 01:15 PM
With so many "Black Tower"s it would be quite unfair to blood nations. Now everyone can blood hunt effectively and for cheap.
Also about the mountain circle provinces, why do some get sites while others do not? There are no logical or balance reasons for it.
Some cave provinces are still not balanced. (Starting from some positions, you can get great sites very soon into the caves, others will get no sites in many steps).
Twan
November 20th, 2007, 01:48 PM
There are indie mages sites of all paths. Astral and some elemental mages can be found in the cities (metal orders, sorceresses in mirror wall palace, sages, alchemists and navigators) and blood only in the random garrison table (also including an illusionist site, the underworld with gnomes, a pyromancers site, litter skull). All positions had the same probability of getting one close. I've just rolled the black tower more often than some others.
Anyway I think it would be hard for a player to get all paths in magic-users sites (except by finding some naturally). The total of added mage sites is about 25 for 337 provinces. And there are four black towers on all the map (with growing armies of demons due to their circle master with soul contract).
Changing the sites so each nation has one indie mage site close instead of full randomness, isn't a bad idea (but it can't be totally balanced anyway, nations getting a site of their own path nearby won't have the same diversity as others). I'll probably adjust the mage sites distribution in the next version.
(I'm making a new version of the tga with pictures for special sites and see the problem with the black towers : 3 are in the west half of the map, including 2 in the mountains)
Zeldor
November 21st, 2007, 02:20 AM
I have just found that The Depth [279] has a magic site [fire one] without any description. Just a picture.
Serenity [13] has Cathedral of the Spheres, which should enable 2 units, but they are land only so it does not give them...
Twan
November 21st, 2007, 04:43 AM
They are not added sites. It's probably a bug due to the deep sea + cave combo if the computer use land sites, I'll make all deep seas caves just deep seas in the next version.
I will also nerf a little Pharaex in next release, a sphynx with earth (prot 38 with his bonus and a spell) + astral magic (b-e & luck) and gems to avoid fatigue can be really unkillable sometimes. I was thinking he would lose the battle after the death of his generals and crushers, but it seems immobiles are unaffected by the auto rout system (or don't know how he not only stayed but continued to cast up to the round 50 against my test army, when I had the "independants are routed" message around round 20). I will probably remove his gems and perhaps reduce his levels.
Twan
November 24th, 2007, 09:30 PM
Version 0.5
New version of worldofgeometry.tga, with many special sites shown (most of the added mages and summoning sites have a little picture on the map). The .tga (with the new .map file) is attached to the first message of the thread.
Only two connections have changed : 94 is now neighbor of both 83 and 89 (to respect the symetry with 266 neighbor of 276/277) and there are now ports connecting caves 19 and 5 (to solve a balance problem : the player starting in 32, only neighbour of the sea nations in the caves, had less possibilities to expand in the underworld)
Except that, the terrains and connections are the same, so you can use the old tga if you don't want to download another big file (only the new version of the .map file is attached to this post).
Fixes :
- all deep sea caves -> deep seas (to avoid land sites or poptypes on them)
- an area of the caves (SW of the map) didn't have the special garrisons/sites other regions had
- #knownsite "Troll Pitt" didn't work as their is a land (272) and a sea site (433) with the same name ; replaced the "" by sites numbers
- some sea random garrisons were bugged and drawned (don't know why... anyway all I've found have been replaced by others)
Other Changes :
- distribution of special sites redone : the circle of mountains provinces get some "enter to summon" sites but no (added) indie mages sites ; there is 1 indie mage site and 1 site to recruit interesting units (usually trolls or troglodytes) in the caverns per land player ; there are 2 mages sites per sea player but as all only have water mages it's not a big advantage for sea nations ;
- note that "many sites" provinces have no added special sites (but more chance to have some to find) and provinces with special sites have some known ones but only normal chances to have more
- new special sites get adapted garrisons
- a new kind of special garrisons : the players are no longer the only exiled out of the circle of mountains : worshipers of all the pretender gods enslaved by Pharaex are there too : 24 new garnisons added, each one using the units of one nation (20 EA nations and 4 LA have been used). These little armies are established at the choke points between players, making a little harder to cut the road of your neighbours to the central plain. All players can conquer a realm of 12 or 13 provinces without having to fight a special garrison, the land players having 13 provinces in this "potential realm" have a little less pop in their starting area.
- some little changes for big monsters garrisons (2 or 3 of the weakest get some magic powers back, some more bodyguards, some bonus units removed for the best, some monsters exchange their place to balance players roads to the gateways)
- many provinces get a non random name to avoid repetitions
EDIT : V0.5b
There were 2 missing neighbours (53 87 and 213 217).
EDIT : attachment removed (next version available in the next page of the thread, or first message)
Twan
November 25th, 2007, 09:03 AM
Chart of the new map :
http://img98.imageshack.us/img98/937/legendeg7.jpg
Daynarr
November 26th, 2007, 02:12 AM
Looks great. I'm a fan of large maps with lots of specials in them.
Zylithan
November 26th, 2007, 02:18 AM
seems like you're doing a lot of updates to this map, which is nice. havent had time to check it out myself yet, but will do.
Taqwus
November 26th, 2007, 05:00 PM
Playing a leisurely SP game on it. Rather fun. Not noticing that Bogus and friends had reinforced one of the underground province garrisons made for an interesting surprise.
llamabeast
November 26th, 2007, 06:43 PM
Really love your key Twan, very exciting. Makes me really want to play on the map.
Tharsonius
November 26th, 2007, 06:47 PM
there is no connection between #217 and #213, is this intentional?
Twan
November 26th, 2007, 07:03 PM
Tharsonius said:
there is no connection between #217 and #213, is this intentional?
No.
(grmbl, I've verified X times this map and there are still some connections errors)
(and there was another missing neighbour : 59-87 http://forum.shrapnelgames.com/images/smilies/frown.gif ).
Thanks anyway, files reposted (I hope all the map is now correct, but...).
(or just copy-paste
#neighbour 213 217
#neighbour 59 87
in the .map )
Panpiper
November 27th, 2007, 01:07 AM
Hey Twan, I just want to tell you, 'Thanks'. I am a huge fan of the idea of 'adventure' maps for SP and I've gotten way too much use out of my 'SemiRandom' Faerun map. I'm building a Chaos race mod essentially to go with Zepath's adventure version of his World of Warhammer. While I'm waiting on it's release however, I'm having to playtest this Chaos mod over and over. Thank god for your new map! Er, no... Thank you!
I am thoroughly enjoying this.
Zeldor
November 27th, 2007, 05:36 AM
Taqwus:
In my game Bogus has 204 kills and is still alive. I wonder which AI is feeding him...
I ply on the old map but Oceania here expanded extremely fast. And it has huuuuuuge army. And takes up on 6-7 enemies alone with success. I think it can have about 2k troops at turn 30.
Daynarr
November 27th, 2007, 02:00 PM
Zeldor said:
In my game Bogus has 204 kills and is still alive. I wonder which AI is feeding him...
http://forum.shrapnelgames.com/images/smilies/biggrin.gif http://forum.shrapnelgames.com/images/smilies/biggrin.gif http://forum.shrapnelgames.com/images/smilies/biggrin.gif
This gives a new meaning to the saying "Don't feed the troll!".
Good one.
Twan
November 27th, 2007, 08:41 PM
I don't know if it's a problem with my map or only an AI god building problem (or bad religious events), but in each of the 3 last test games I've started with AIs there were always some AIs dominion killed in turn 1 (and not the usual Mictlan, it was Rl'yeh, then Caelum and Abysia). Anyway it never happened to me (and I think normal gods with some dominion strength and making a prophet can't lose this way).
But I wonder if the presence of dozens of heretics mages on the map can have an effect out of the provinces they are in ? (the starting locations are 2 provinces away from the closest heretic mage but a buggy heretic preaching effect may be suspected)
Zeldor
November 28th, 2007, 08:06 PM
Twan:
On new map version or old? Because I didn't see anything like that in old one.
Oceania AI is extremely aggressive and I wonder if new map version change anything in that matter. I don't know if the magic sites near the island and garrisons there won't be too easy to get for underwater nations, but well, I think they deserve something so they can have a chance to take the island and keep it.
Twan
November 28th, 2007, 09:16 PM
Strangely happened in 3 of my tests in a row, my last game in v0.4 and two games started in v0.5 to test my pretender. But it's probably just bad luck for the AIs (not happened in the last three games I started today to see if it was a regular outcome).
About Oceania, hum I don't know.
I've done a test game with v0.3 or 0.4, just defending a little realm and sending scouts everywhere to watch 11 AIs fighting. Oceania wasn't there but Atlantis and Rl'yeh. When I was destroyed after 80 or so turn, two land AI were by far the first, each owning 2 or 3 capitols and one half of the plain. Atlantis took the isle just after another AI (Man iirc) destroyed Pharaex. Atlantis had the isle some turns, losing it several times against Man, Eriu or others and re-taking it. Then Rl'yh attacked took the isle and finally destroyed Atlantis. Rl'yeh kept the isle more than 10 turns after, even building a fort, but even with all the bonus its forces were by far too small once big land power emerged (Eriu and Ermor in this game). So my conclusion was sea nation aren't too powerful, even if their access to the isle is far easier than for a land nation.
But of course humans may use far better the riches and gems of the isle and central seas, so I can't say how sea nations will do in a real game, we'll see.
Zeldor
November 28th, 2007, 09:51 PM
Twan:
What level AIs did you try? My Oceania was mighty. I still need to check how new garrisons influence expansion. Now it is easy to get in plains but keeping them is really a different thing http://forum.shrapnelgames.com/images/smilies/happy.gif
Twan
November 28th, 2007, 10:08 PM
All Mighty/Random iirc (wanted them to be able to destroy the garrisons not too slow).
In fact, a big thing may change with human players : the plains may lose a lot of their income : AI don't use 200 tax for provinces they have big chances to lose. If the situation is chaotic enough in the plains with human players, many provinces will often be taxed at 200 and ruined by unrest, reducing the income advantage of central lands over seas.
Zeldor
November 28th, 2007, 10:14 PM
Twan:
You have 5 players going out on plains + 5 from other side trying to cross the river + 2 water nations getting out. It WILL get bloody and people will pillage and plunder.
Twan
November 29th, 2007, 07:42 AM
There are high chances of course, but diplomacy may also make the central plain less contested (some players will just want 3-4 provinces in the entrance of the plain, to fund their expansion in the caves, and may find agreements with their neighbours).
Also, preferring to stay out of the central region and control provinces of the circle of mountain and other choke points may pay. Nations advancing far in the plain are very vulnerable as the road between their capitol and their armies may be cut by neighbours.
Zeldor
November 29th, 2007, 11:24 PM
I want to finish my game on old version of the map and try the new one. I have change the name of the new map and tga file and added '2' to them, but it doesn't seem to work. I have no new icons on the map. What should I do?
Zeldor
November 29th, 2007, 11:55 PM
Ok, I think I have new things but without map images for them. Oh, did you check if every player has the same amount of easy to get provinces? I see some garrisons are 3 provinces from one capitol and 4 from another one.
Twan
November 30th, 2007, 04:43 AM
To have the new map with a different name, you have to change the line where the tga is called in the beginning of the .map file :
-- Title and image file
#dom2title World of Geometry
#imagefile worldofgeometry.tga <--- here the 2
About starting realms, all players normally should have a net of 12 or 13 provinces (capitol + 11 or 12) without special garrisons (land players with 13 get a little less population in the starting area). But of course in some directions they encounter garrisons fast (capitols are 6 to 7 provinces away from each other, and there is always a garrison of worshipers of enslaved gods between them)
Zeldor
November 30th, 2007, 05:08 AM
Thanks, I wasn't sure if I can just edit it in text editor.
GunslingerV
December 2nd, 2007, 11:29 PM
Love the map so far;
I think I found a bug in prov 23: blank magic site.
Twan
December 3rd, 2007, 08:40 AM
Do yo have the academy underneath site in the province + a blank site or only a blank one ?
GunslingerV
December 3rd, 2007, 11:53 PM
Currently what's showing up is Cold Currents + a Blank site; I'll akashic record it to see if there's an academy underneath site.
Ok, no academy site in province, just a blank one.
Twan
December 4th, 2007, 10:24 AM
Argh it's a huge bug :
I've tried to give me the provinces with Academy Underneath at start in a test map.
The result is :
- instead of Academy Underneath I get "Temple of the Land" (Mictlan eagle warrior site) with non recruitable units (as they are national and land only)
- all units of the special garrisons in the provinces are legionnaires or "old standard" instead of what they should be (hydromancers, tritons, shark knights) ; here too units are called by names and not IDs so I don't know what may cause the bug
(Note that I had deep seas garrisons disappearing without reason in previous test games -probably because of this bug making them land units-, I've changed and tested many but probably not these ones)
Twan
December 4th, 2007, 10:44 AM
Just found what caused the bug : it's a stupid text editor problem, I've made special seas garrisons in notepad iirc and cut and pasted the texts, and this kind of quotation marks ” was used ; when most of the map made with wordpad use this one ".
(edit : lol the forum itself doesn't seem to make a difference, but the difference appears in the .map text, one kind of quotation mark uses a different symbol for beginning and end of quote, when the other only uses one)
And the soft seems unable to recognize all ” (end of quote) as correct quotation marks. http://forum.shrapnelgames.com/images/smilies/frown.gif
Affected provinces are probably : 187, 279, 307, 335, 286, 214, 99, 23, 15, 13, 20, 14, 66, 106 (about all deep seas provinces of the underworld except the two in which I have changed the garrisons in previous version because I've found they were bugged and the ones with big monsters made in wordpad)
(seas garrisons out of deep seas and of central deep seas were seen bugged and changed in wordpad and so aren't concerned ; should have made a test with a sea nation conquering the caves/deep seas http://forum.shrapnelgames.com/images/smilies/frown.gif )
ps : Gunsliger thanks a lot for the report
Twan
December 4th, 2007, 11:14 AM
Version 6 attached to this post.
Replaced wrong quotations marks by correct ones.
Added killfeatures for provinces with 3 special sites or more.
mathusalem
December 4th, 2007, 12:22 PM
did you edit your .map with MS Word, for the french's " ?
Twan
December 4th, 2007, 12:31 PM
Probably I've edited my file with specialgarrisons in word or another non-standard editor when making sea garrisons, before continuing it with notepad and finally cut-pasting them in the map (in wordpad I've made default program for editing map files and set to save in text only format).
In fact the two plain text editors I may have used (notepad and wordpad) have the same problem : they use the good quotation marks if you write in them but won't change non standard marks cut pasted inside.
lch
December 4th, 2007, 07:30 PM
Twan said:
Just found what caused the bug : it's a stupid text editor problem, I've made special seas garrisons in notepad iirc and cut and pasted the texts, and this kind of quotation marks ” was used ; when most of the map made with wordpad use this one ".
(edit : lol the forum itself doesn't seem to make a difference, but the difference appears in the .map text, one kind of quotation mark uses a different symbol for beginning and end of quote, when the other only uses one)
It does look differently in my browser. Get a better browser... http://forum.shrapnelgames.com/images/smilies/wink.gif
Well, those other quotation marks you're using are definitely not ASCII but ISO 10646/8879 or Unicode. Thus it is no wonder that they caused trouble for the game.
Twan
December 4th, 2007, 07:50 PM
Sorry, never collectionned "better" browsers, original "good" text editors and other things that seem to passionate forum people nor had myself a passion for text formats, and won't. :p
Panpiper
December 7th, 2007, 11:16 AM
I've played this map numerous times now. I love the map and I have to play zillions of SP speed games while trying out various fiddlings with the race mod I'm working on, so it's gotten some serious goings over. One thing I have found is that very often after taking the Isle of Eternia, is that the four 'knownfeatures' are not all known or present. This last time through I went into your map file and added the command #killfeatures prior to the #knownfeature listing. Bingo, all four knownfeatures now appear upon taking the island.
Twan
December 7th, 2007, 11:39 AM
I'll add that (and killfeatures for the gateways and 3 sites cities as well) thanks.
I've probably been lucky in my tests, never had random site replacing the good ones.
I hope the last are replaced and not the first (throne of the world). It would be sad for the courageous succeeding to take the isle.
Panpiper
December 7th, 2007, 12:32 PM
Several times through, it has indeed been the case that the Throne of the World has not been present. The killfeatures tag should make that a thing of the past.
Falkor
December 11th, 2007, 04:30 PM
I'm playing the map currently enjoying it greatly.
Just one hint from me. Some provinces have not enough supplies to maintain the guarding armies. So, when I'm conquering them, a lot of monsters are diseased and injured. That makes it easier than you planned, I suppose.
Nevertheless, the map is brilliant.
Thanks.
Twan
December 11th, 2007, 04:37 PM
Thanks. I'll give them one or two bags of wine in a next version.
Twan
January 14th, 2008, 10:59 AM
Version 0.7 attached to this post :
- added supply items for some big garrisons
- removed a wrong #neighbour (6-23)
Zeldor
January 14th, 2008, 01:24 PM
Twan:
Heh, I was just going to tell that some garrisons have starving troops http://forum.shrapnelgames.com/images/smilies/happy.gif
Twan
February 14th, 2008, 01:58 PM
As a balance note :
Charm and enslave mind to control big monsters are a must have on this map, so nations without nature and astral may be at a disavantadge.
I thougt about giving MR items to all the creatures but in fact it would make astral/nature pretenders or nations able to communion + enslave or charm and forge all penetration items even more powerful as they would be the only able to take control of big monsters (when actually any nation can, as nature or astral 3 aren't really hard to reach).
Even starting with a level 4 the master of a big communion can easily have a 10+ penetration bonus (half from items, half from his level after communion) and so even a 25 MR monster is controlable with some effort (and also most monsters don't have a sufficient number of slots to have more than one amulet).
I think the only way to make monster control impossible would be to buff their MR by a mod up to really insane levels (about 35), or mod control spells out (or so they cost many gems), but I think it also make the game funnier that big monster control is possible (also their existence may balance tartarian factories of death nations in end game).
So I'll finally change nothing, but just advice to avoid the totally non astral / non nature nations (or take an astral or nature pretender) on this map, if you don't want to lose the race for big monsters control.
Zeldor
February 14th, 2008, 02:56 PM
Twan:
But I think you should do something to central garrison, it should be rather impossible to enslave/charm Pharaex. Now he is one of the easiest ones to enslave.
Twan
February 14th, 2008, 03:30 PM
Yes the problem with the sphynx is he seems to be always targeted first by AI mages (in my fight even those scripted to cast paralyse casted on him untill he was enslaved, even if he's immobile and was already too tired to cast) and in addition has only one slot (so I may give him a MR amulet but he won't have more than 22 MR).
I will perhaps make a little mod to give him 35 MR (which would also make his generals harder to charm if mage AI continue to cast on him).
edit : Are mindless immune to charm ? I can also mod him to be mindless to solve the problem.
Zeldor
February 14th, 2008, 08:48 PM
Yes, they are. They have no mind, so no charm or enslave mind or mind burn http://forum.shrapnelgames.com/images/smilies/happy.gif
Nikolai
February 15th, 2008, 04:53 PM
I took some of special provinces in DangerPudding. Many of sites listed in .map file were not there. The Steel Forges, the Silver Adepts, etc... I think that they appeared somewhere else. It would be nice to fix that. Maybe create special provinces first?
Zeldor
February 15th, 2008, 05:49 PM
Nikolai:
Isn't that quite old game using one of the first versions of the map? I know Twan forgot to clean sites in some provinces so random sites would replace special ones.
Twan
February 16th, 2008, 09:58 AM
Yes it was fixed in v 0.6.
(note that we use v 0.5 for WoG, so some sites may not appear as well - I was lucky the throne of the world is there, but gold order adepts have been remplaced by a crappy shamblers site on the isle)
Twan
March 2nd, 2008, 10:27 AM
Version 1.0 (I think definitive)
Fix :
- all mag_holy -> mag_priest
- some sites are now called by number as name could make a wrong version appear (ie : Standing Stones replaced by 476)
- all special sites should now appear properly (#killfeatures is used for all the provinces with a special site icon) ; provinces with less than 3 special sites get some gem producing sites as no random ones will be added by the program (these new sites should be searched normally) ;
Other Changes :
- cities of the central plain made more important
*all have a free lab (and temple but it will be destroyed when conquered)
*they get increased population (from 16k to 25k pop ; the more in farmland cities and central harbors)
* mirror wall palace cities have mirror wall palace (A2S2 sorceress), temple of time (H2 priest) and alchemists guild (S1F1E1 alchemist)
central harbors have one metal order mage site and assassins guild
all other cities have a library (S1 sages), assassin guild and temple of time (H2 priest)
harbors get a navigators guild in addition
- Isle of Eternia encounter harder (items on Pharaex's generals changed ; a ghost king prophet supported by 5 ghost mages communiants added)
- two little mods in the folder (pharaex.dm makes the sphinx impossible to charm and very hard to affect with MR spells, charmenslavenerf.dm triple control spells fatigue cost)
ps : like usual .map (and .dm) file without tga attached to this post, the .tga is with the first one
Zeldor
March 5th, 2008, 01:48 AM
And with CBM that is even more fun, as there are spawned hundreds of Soldiers of East in the island http://forum.shrapnelgames.com/images/smilies/happy.gif
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