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Edi
October 6th, 2008, 05:03 PM
Map files have been updated! Follow the download link and download the fixed map files, they are in a separate zip archive.

This thread is a repost of the Faerun map. I have reuploaded the map. Borders and neighbors are as they should be and there have been some terrain tweaks in some places. The graphic has been altered to reflect the actual border situation near Uthangol Mountains, Eastern Chondalwood and Hardcastle. That had been on my to-do list for a small eternity.

You can download the map from here. (http://koti.welho.com/ehalttun/dom3/)

466 provinces, with 397 land and 69 seas. It's a fairly open map, so chokepoints are not that abundant except in some regions. No starting locations on land that don't have at least 5 neighbors and all sea starts have a minimum of 4 neighbors (IIRC). Some of the provinces with the most neighbors are made non-startable on purpose. Provinces that are intended to be special provinces in the adventure map version are also non-starts.

This version has both a No Specials and an Adventure Map version. Era specific map versions are unlikely.


Adventure map specs:

Special provinces - old & new, all improved
Most sites in special provinces are hidden, so they need to be found. Many are scripted but not all are #killfeatured, so playing with high site frequency may get some of scripted things replaced.
100 VPs scattered around the map and not only in special provinces. This enables MP games where it is possible to win without needing to fight everyone and where alliances and diplomacy play an even larger role than they do now.
All inland seas contain poptypes that are amphibious to one degree or another, so units recruited there do not get trapped.
There is one problem with the map specific to LA: Atlantis may end up starting next to an inland sea. This cannot be helped, but the probability should not be too overwhelming compared to coastal locations next to the large seas


Preview pic:

http://koti.welho.com/ehalttun/dom3/Dom3_Faerun_466_320x214.jpg

Feedback is welcome.

Sombre
October 6th, 2008, 05:56 PM
Can we have a graphical preview?

Mordici
October 6th, 2008, 07:10 PM
Thanks for this reworked version! I played the hell out of this map in Dom 2 days.

The Adventure Map version would be an awesome Xmas present :)

Edratman
October 6th, 2008, 07:14 PM
Feedback: very nice looking map. My next game will use it. Not tonight though, "Big Bang Theory" is on at 8PM, my favorite show.

Edi
October 7th, 2008, 01:53 AM
Can we have a graphical preview?
Maybe. I'll need to produce a suitable thumbnail first and then attach that.

Mordici, thanks! You too Edratman. :)

Edratman
October 7th, 2008, 08:30 PM
I started a game tonight on it. It looks like it'll be fun, lots of islands that enable world hopping.

It took me a while, but I figured out that the 466 refers to the number of provinces. A convention that should be more widely adapted.

Ballbarian
October 7th, 2008, 10:47 PM
Can we have a graphical preview?
Maybe. I'll need to produce a suitable thumbnail first and then attach that.

Mordici, thanks! You too Edratman. :)

When you have posted a preview image I will add this to the map list. Thanks again for all of your hard work Edi. :)

Daynarr
October 8th, 2008, 04:20 AM
Thanks Edi. I loved the Dom2 version of the map and I waited for Dom3 version as well.

Faerun was the map I played the most in Dom2 and I bet that this one is good too. I would like to see special version as well but I know its a lot of work to do for map of this size and content.

Edi
October 8th, 2008, 05:29 PM
Thanks, Daynarr! :)

Here's a resized preview pic:

http://koti.welho.com/ehalttun/dom3/Dom3_Faerun_466_320x214.jpg

You can actually make out the size and shape of the regions and the province borders in the clearer regions where there is good contrast, so it's a fairly good approximation. I was rather surprised at how well it turned out, in fact.

Aezeal
October 8th, 2008, 05:49 PM
Damn I thought it would be the (for me better known) sword coast.

The mini pic looks great and I'm going to DL ASAP.

Would LOVE an adventure version of it though.

Lingchih
October 10th, 2008, 04:28 AM
Ahh, Faerun. You kicked my *** so many times. A great map though. Thanks Edi.

Sombre
October 10th, 2008, 04:34 AM
Ah, excellent. I shall NI this and start playing it at once.

Edi
October 12th, 2008, 02:07 PM
I have reuploaded the map. The graphic has been altered to reflect the actual border situation near Uthangol Mountains, Eastern Chondalwood and Hardcastle. That had been on my to-do list for a small eternity.

The more significant portion of this and the reason the whole shebang was reuploaded at the same time is that now there is also an Adventure map version of the game.

Adventure map specs:

Special provinces - old & new, all improved
Most sites in special provinces are hidden, so they need to be found. Many are scripted but not all are #killfeatured, so playing with high site frequency may get some of scripted things replaced.
100 VPs scattered around the map and not only in special provinces. This enables MP games where it is possible to win without needing to fight everyone and where alliances and diplomacy play an even larger role than they do now.
All inland seas contain poptypes that are amphibious to one degree or another, so units recruited there do not get trapped.
There is one problem with the map specific to LA: Atlantis may end up starting next to an inland sea. This cannot be helped, but the probability should not be too overwhelming compared to coastal locations next to the large seas

Enjoy!

Edratman
October 12th, 2008, 09:28 PM
I started a game on the adventure map earlier this evening. WOW, you have made some really tough provinces.

Edi
October 13th, 2008, 01:20 AM
Intentional. The rewards are usually worth it, especially with an eye toward the late game. You just need to marshal enough resources first before taking them on. Hellgate Keep, Myth Drannor, Halruaa, Graycloak Hills, Calimport and the City of Shadows should be the toughest ones. Mithril Hall, Waterdeep, Silverymoon and Cormyr are no slouches either and all of those are useful. Myrloch Vale is probably the most dangerous to invade due to the AI grimoire spell selection. Charm with N9 is brutal.

Lots of VPs = use a scout first and start developing a strategy.

Edratman
October 13th, 2008, 06:30 AM
Strategy? I can't even spell the word. let alone develop a strategy. I'm a steamroller type of player. :D

I usually look over the map file, but this time I just started the game. After a few turns I decided that I had to correct my earlier omission. :o

Looks like a grand test for Gem Valley mod. :up:

Amhazair
October 13th, 2008, 11:08 AM
My first dominions MP game was on the dom2 version of this map. I really loved it a lot. Thanks for providing new dom3 material for it.

Edratman
October 23rd, 2008, 05:19 PM
Edi, I am having a lot of fun playing the adventure map.:up::up:

Lingchih
October 24th, 2008, 01:15 AM
Edi, I am having a lot of fun playing the adventure map.:up::up:

The Specials are crazy! This map is a blast.

Aezeal
October 24th, 2008, 06:49 PM
Edi, I love the adventure map, it's been long since I started a SP game (except for testing for MP or my mods) but I can't get enough from playing SP again with all EA nations on the adventure map.

The thing I'd like to know is, I start in the province east of Mithril hall and all around me are pretty strong specials. I've not covered much of the map since expansion is a bit slower than regular (not only the map but I'm playing Marveni and just getting it rolling). So bakc to what I wanted to know: is the adventure map reasonably balanced for MP too or are certain (better know, for me at least, portions of fearun (sword coast and the north-west of fearun) more populated with specials than the rest of the map.

If not I'd love a MP game on this map

Edi
October 25th, 2008, 07:28 AM
Thanks for the feedback, guys!

Aezeal, province 453 (Surbrin Valley), which is east of Mithril Hall should not be startable on the Adventure map, because it doesn't have enough non-special neighbors. That's a map bug, just like 326 and 327 (Tilverton and Deepingdale) being neighbors.

It is true that the Sword Coast area has somewhat more special provinces than the rest of the map, though there are specials around the Moonsea, Thay, Aglarond and also in the south (Halruaa, Dambrath, etc) and in the Old Kingdoms (Mulhorand etc).

Even though the Sword Coast has somewhat more of the big specials, the map should be MP balanced for victory point play. That's because while the East has not as many high VP specials, it has comparatively more non-special VP provinces which are easier to take while the big ones require substantial resources.

I took a look at the file and it looks like I should add a couple more specials to the East, the Moonsea North and also the Vilhon Reach area. The problem with that is that I stopped collecting FR stuff at around the time D&D went to 3rd Edition (no money and too much stuff coming out at the same time). Shaar, Chult and the Bloodstone North / Endless Wastes area could also use something.

The thing is, I threw the adventure map together on a little bit shorter notice than was perhaps good, but the important thing was to get it out. It is easier to tweak later rather than just begin everything from scratch. It's also important to get feedback like this, because it helps highlight the areas that need more work.

Aezeal
October 25th, 2008, 09:05 AM
Hmm I must say I did start in Surbin valley, but 3 of my neighbours didn't appear to be very special (419,417, 452)
Though one of them might have had some wizards roaming around, not sure. (I tried to check but... your file isn't very open (why do you type everything just behind the next and not just make a nice new line per province?) to readers)

a small suggestion would be to make the poptype of the Evermoors trolls btw, seems to fit better with the books :D

Another, larger, suggestion: how about adding an underdark map (this map isn't wraparound so you could just put it beneath it) I've seen the map I think you used on the web and there was a similar underdark map, but lower res and probably not usable, but I'm sure there must be something to use for this. Just a suggestion for when you have some spare time ;)

Seems there should be a (new) game on this map soon then :D, 2 bad I don't have time to start it myself.

(any reader with the same opinion: please set up a game and reserve a place for me, my personal suggestion would be EA since it fits the magical forgotten realms, Dnd style best, mod nations could also be an option.

Edi
October 25th, 2008, 12:37 PM
The criteria for startable provinces is supposed to be 5 or more, or at the very least 4 non-special neighbors so that early expansion is facilitated. It also spreads the start locations around a bit more.

Trolls for Evermoors would be thematic, but it would completely unbalance that map section because of all the other specials there too. So not happening. Might be I'll put lizards there or something else.

Aezeal
October 25th, 2008, 12:48 PM
you could make the recruits trolls though but just have it defended by other stuff (or just add a few trolls to whatever, the lizards for example, you put there.)

Personally I'd rather face trolls with my SC pretender than a curse from a lizzie shaman.

Gregstrom
October 29th, 2008, 11:15 AM
As I had to go over the map file to set up Doedicurus on Llamaserver, I thought I might as well post up the .map file with fixes to the two issues mentioned.

Edit: I've noticed another issue. Corwell (194) has the population set at 12000, which will cripple a nation that starts there. Should they be on #nostart too?

Edi
October 29th, 2008, 12:23 PM
As I had to go over the map file to set up Doedicurus on Llamaserver, I thought I might as well post up the .map file with fixes to the two issues mentioned.

Edit: I've noticed another issue. Corwell (194) has the population set at 12000, which will cripple a nation that starts there. Should they be on #nostart too?

Hmm, that opo assignment is probably just an artifact of earlier times and should not be there. I'm going to put out fixed map files of my own probably tomorrow.

konming
October 29th, 2008, 01:39 PM
Raurin Desert (161) lists 4 special sites and are guarded by fearsome garrison. Shall it have #killfeatures?

Edi
October 29th, 2008, 02:22 PM
If it is guarded by something that chews iron ore and spits out nails, it's a fairly safe bet that #killfeatures is in play.

konming
October 29th, 2008, 02:43 PM
Well, then that's something you might want to change. :)

Edi
October 29th, 2008, 05:11 PM
Well, then that's something you might want to change. :)
Why? There are no map commands that make it more likely to give rare sites or powerful sites, so eventually people will know some of the good provinces to go for.

If I remove the #killfeatures command from those provinces, there might be a crapload of defenders there, but they could end up guarding a list that looks like

Brigand Lair
Tar Pits
Battlefield
Iron Cliff

for a grand total of +5 unrest, 1F, 1D, 1E or equivalent.

Of course, the more likely outcome is that there will be something random and something scripted (depending on site frequency, higher is worse for scripted if #killfeatures is not in play).

It's a difficult balancing act to do, which is why some provinces are going to stay killfeatured. Some may change.

konming
October 29th, 2008, 05:25 PM
I should have said it clearly. You currently do not have #killfeatures for province 161. So you might want to add it. ;)

konming
October 29th, 2008, 05:38 PM
I just started a test game, and I started in province 453. It hasonly 4 neighbors. Two of them are heavily garrisoned. I think it is better not to count the big garrison province as a neighbor for starting provinces.

Edi
October 29th, 2008, 06:04 PM
I just started a test game, and I started in province 453. It hasonly 4 neighbors. Two of them are heavily garrisoned. I think it is better not to count the big garrison province as a neighbor for starting provinces.

I know. I'm actually right now in the middle of fiddling with the map file to fix the known border issues (326/327), province 453 needing to be nostart, as well as a few other nostarts, adding in one more special province (Hello, Szass Tam in Northern Thay!), deleting Corwell and Caer Callidyrr from the scripted lists (they get bigger pop unscripted) and modifying some terrains in some provinces I just caught.

Oh, and Raurin Desert, I just checked it. Not being killfeatured was a deliberate decision with that one, but not a very good one in hindsight. The scripted sites are good, but just changing their order makes the thematically better ones appear with more regularity. They might get overwritten with the current settings and there are too many common sites that are not so good, so getting a rare one would not be guaranteed. With the scripted sites it's a guaranteed 8 gem income of various types (FAESD) plus a little something from one site, so the #killfeatures is definitely going in.

Suspect design decisions like that omission tend to happen when you edit map files at 1:30 in the morning. :)

Edi
October 29th, 2008, 06:20 PM
The fixed map files have been uploaded. See first post for location.

konming
October 29th, 2008, 06:49 PM
Great! Thanks!

Aezeal
October 29th, 2008, 09:20 PM
My last suggestion for a underdark map didn't have a reply I was wondering
a. you don't like the idea
b. you don't have time for it
c. something else

I've seen a pretty nice underdark map now of good quality and my idea would be to add the underdark but with obviously less province than faerun it self but it as good potential for some nice province and could make for some well defended shortcuts across the map and a nice starting site for a cave nation.

Edi
October 30th, 2008, 04:30 AM
If you can point me to a suitable Underdark Graphic, why not, but there are the following problems:
not enough time
it requires altering the map graphics, which means completely redoing all names, terrains and borders, so in effect a different map
I do have other interests besides Dom3 and aside from the bug list etc, I feel like doing some of those for a time, since spending all my free time on Dom3 related stuff, especially if it's not playing, is liable to cause Dom3 fatigue. That's not a good thing.

Edi
October 30th, 2008, 04:32 AM
I should add that the Borders map file is meant for easier modification of nostarts etc, the contents of the terrain/neighbor info can then be pasted to a modified map file that contains the specials.

Aezeal
October 30th, 2008, 10:08 PM
what is suitable... the ones I was thinking about where these:

http://smokeandmirrors.lucifel.net/vof/maps/Underdark01.jpg
http://smokeandmirrors.lucifel.net/vof/maps/Underdark02.jpg

these are a bit darkish but they are of good resolution (they can be blown up a bit) and with some names on them. And they actually belong with the map you've used so....

I understand it'll be a lot of work.. and that it might not be worth the effort (at this or any moment) it's just a suggestion which might further improve this already great map.

Edi
October 31st, 2008, 03:06 AM
Not happening. Too much work, a complete redo of the whole map and I don't have any idea of what should be where. What sourcebook is that map from? Because it's one the few I would like to acquire of the new Faerun at this point. I have limited myself to the old Forgotten Realms, 1st Edition and 2nd Edition AD&D, not 3rd Edition and newer D&D.

Aezeal
October 31st, 2008, 06:31 AM
no idea where it's from I've seen several different resolutions of this map and I think I saw it on the official sites.. but while I'm reading DnD books and in the past would have loved to play it (and have played a lot of DnD comp games, read the rules online and read bestiaries online etc) I've not actually played it so I''ve never bought any books..

http://www.wizards.com/default.asp?x=dnd/frx/20031019a

it seems to come from "Underdark supplement" according to this webpage (the acutal map on that page is much smaller in resolution though).

SlipperyJim
November 21st, 2008, 09:10 AM
Just adding a quick bump for a big compliment, an observation, and a question.

Compliment: The adventure version of the Faerun map is seriously fun. Once you've tried it, you'll never roll over independents again without thinking of this map. For example, try taking on the City of Shadows ... then get back to me. Man, some of those garrisons are nasty! For me, the AI opponents are only part of the challenge....

Observation: Prepare for a long game on this map. If you like blitzes, Faerun is not for you. ;)

Question: I started playing on the unpatched version of the map, before Edi added his fixes on 10/29. Can I simply switch to the fixed map file in my current game, or would I have to start a new one? I know that you can hot-patch mod files in midgame, but I've never tried it with a map file.

Edi
November 21st, 2008, 01:57 PM
Thanks for the compliments! :D

You need to load the new map files into the maps folder, but they won't affect the omgoing game. The information from the map file is put into the fatherland file.

Gregstrom
November 23rd, 2008, 04:56 PM
That leads to an interesting question: Can you alter fatherland files while a game is in progress?

SlipperyJim
November 24th, 2008, 02:01 PM
Edi: Thanks for the answer. I'll just finish out my game on the unpatched map, then. I've put way too much time into this game to want to restart now. Niefel, EA Caelum, and Sauromatia have all fallen to my demon monkey hordes. Hinnom is sinking like a paper boat in a hurricane, Yomi is on the ropes, and I have just opened a third front against EA Ermor. Three-front wars can be risky, but I'm far enough ahead that I should win. (No, I don't think the outcome of the game is actually in doubt at this point.)

That leads to an interesting question: Can you alter fatherland files while a game is in progress?
If so, couldn't that be another avenue for cheating? For example, you could add 200,000 more peasants and a Summoning Circle to your capital....

SlipperyJim
November 25th, 2008, 10:48 AM
Compliment: The adventure version of the Faerun map is seriously fun. Once you've tried it, you'll never roll over independents again without thinking of this map. For example, try taking on the City of Shadows ... then get back to me. Man, some of those garrisons are nasty! For me, the AI opponents are only part of the challenge....

Hah! Nailed it!
http://img509.imageshack.us/img509/6382/cityofshadowsconquerednx4.jpg
(I hid the opposing force numbers to blunt the spoiler-iffic nature of this post.)

Considering the gem cost, mage turns, and general effort required to conquer it ... there had better be some very cool sites hidden here! Seriously, though, that was a lot of fun. And honestly, conquering the City of Shadows took more planning and work than squishing any of the AI capitals. ;)

(Hint: Figure out a specific plan to kill magic beings.)

Next! :tough:

Aapeli
November 27th, 2008, 06:35 AM
Just noticed a province named Vaasa. Hope it doesnt refer to the city here in finland (wich is also named Vaasa) as it seems to be filled with undead.

Edi
November 27th, 2008, 12:55 PM
Just noticed a province named Vaasa. Hope it doesnt refer to the city here in finland (wich is also named Vaasa) as it seems to be filled with undead.
No, but the name is probably lifted from Finland when Ed Greenwood was designing his world.

Dogboy
December 5th, 2008, 03:23 PM
Is there a smaller version of the Faerun map? Or any other great looking maps? Ideally, I'd like to find a beautiful map with 100-200 provinces.

Thanks,
DB

Edi
December 5th, 2008, 04:58 PM
No smaller version at the moment, sorry to say. I have been intending to make one, but other commitments keep interfering.

Trumanator
December 5th, 2008, 06:15 PM
A smaller version seems like it would kind of take away from the epicness of the map. What about having sections? So you could play out some of the story arcs in the locales they occur.

Edi
December 5th, 2008, 07:07 PM
That's a possibility I've been considering, but a smaller version of the whole map would be doable. Not halving the province count, but a substantial reduction would be achievable.

jimkehn
December 7th, 2008, 07:32 AM
This is a gorgeous map and I am playing several games on it. My only wish is that the font (when you press 9) for the province names would be black instead of white. I can hardly read some of those names.

Edi
December 7th, 2008, 08:03 AM
Thanks for the feedback. I had never considered the font color, since I never use the province names filter myself. I'll add that to the next update (whenever that happens). You can add the command to change it to the start of the map file right after the required commands. See the mapmaking manual.

jimkehn
December 7th, 2008, 03:22 PM
OK...VFB showed me how to do that, unfortunately, I just started an MP game with the map, and it doesn't change games that have started. I started an SP game after changing the font color, and it looks really good. It is now my favorite map!!!

Edi
April 10th, 2009, 05:34 AM
The entire map has been reuploaded, so that the zip now contains the graphic and fixed map files. Thanks to vfb's report, forests that until now had been accidentally clearcut have been replanted and are in fact real forests again (Heartwood, Northern High Forest and Eastern Rawlinswood).

Edi
May 1st, 2009, 12:23 PM
New map files have been uploaded. The change is nothing earth shattering, just a change of province 103 (Calimshan) to nostart, because it ruined somebody's MP game due to being such a crap start I had overlooked.

Anything more, let me know, people.

Dragar
May 7th, 2009, 03:20 AM
Thanks for the change to 103! :)

In all my practise games other start locations were fine, so I'm sure it was just a one-off.

The other issue I personally had with the map was that it looked too busy - there was so much on there that it took concentration to focus on what you wanted to see. I'm not sure what can be done about that without losing the detail you have, but to me it was quite painful to play on. Maybe something as simple as shrinking province name font, colouring, etc would make a difference, I'm unsure

Aezeal
May 7th, 2009, 07:31 AM
play more zoomed in?

Edi
May 8th, 2009, 02:40 AM
I never play any maps with province names on. I expect Faerun would look horrid with that feature in use. I actually play somewhat zoomed out so that I can see a greater portion of the map than the default and the graphics still look good (which is why defaultmapzoom is what it is, the size is correct).

Aezeal
May 8th, 2009, 07:26 AM
Yeah well I play very zoomed out cus graphs and dom 3 do not really combine anyway and I just want a good strategic/tactical view of the map. My point was just that if you see to much you should zoom in :D

WingedDog
May 13th, 2009, 02:23 AM
There's something I noticed:
Province 205 borders with province 194 while it shouldn't, and doesn't border with province 204, while it should.

Lingchih
May 13th, 2009, 11:01 PM
All the Faerun provs have their name already imprinted on the map (or, most of them), so there is not much of a reason to play with prov names on.

shard
May 16th, 2009, 07:33 PM
Thanks Edi for updating the map! Its made me play dom again!


Are the special sites in the heavily guarded locations fixed? I conquered one in sp and it seemed pretty thematic (according to the fiction anyway)

Edi
May 17th, 2009, 04:13 AM
There's something I noticed:
Province 205 borders with province 194 while it shouldn't, and doesn't border with province 204, while it should.

Those borders are exactly as they should be. Moray to Corwell is by ship direct line, while Myrloch Vale is something where you need to hump your way over mountains and through forests and generally inaccessible. The Moonshaes are one of the locations where I know my Faerun geography very well indeed and the borders are designed specifically to reflect the in-world situation. It even has the thickened border, indicating there is no connection there.

One more thing: If and when province issues are reported, in addition to province number, put the name in there or something from the map so I know what part of the map to look in.

WingedDog
May 17th, 2009, 04:49 AM
Those borders are exactly as they should be. Moray to Corwell is by ship direct line, while Myrloch Vale is something where you need to hump your way over mountains and through forests and generally inaccessible. The Moonshaes are one of the locations where I know my Faerun geography very well indeed and the borders are designed specifically to reflect the in-world situation. It even has the thickened border, indicating there is no connection there.

Ok, it just wasn't that obvious for me. I only wanted to help.


One more thing: If and when province issues are reported, in addition to province number, put the name in there or something from the map so I know what part of the map to look in.

Using 'Shift+3' command you may enter the province number and the game would take you there.

Edi
May 17th, 2009, 05:05 AM
Yup, found that out when I got bored looking around the map and guessing. Not blaming you for anything, but it's working as it should. Some of the things are a little bit counter-intuitive, such as the border between Trollmoors and northern High Forest. It's also intended, because it's essentially just a dash across the road without engaging province defenses on the way.

I learned a lot of stuff from making the Dom2 Faerun maps, one of which was how to deal with the islands. This map is basically just the latest iteration. It's just that often some stuff is left in that nees to be ironed out later.

Edi
May 17th, 2009, 05:05 AM
Yup, found that out when I got bored looking around the map and guessing. Not blaming you for anything, but it's working as it should. Some of the things are a little bit counter-intuitive, such as the border between Trollmoors and northern High Forest. It's also intended, because it's essentially just a dash across the road without engaging province defenses on the way.

I learned a lot of stuff from making the Dom2 Faerun maps, one of which was how to deal with the islands. This map is basically just the latest iteration. It's just that often some stuff is left in that nees to be ironed out later.

AndonSage
June 7th, 2009, 02:32 AM
Edi,

First of all, thanks very much for making this map :you: I loved playing the Faerun map in Dom 2 :)

Now the questions... playing this map in single-player, how many nations are suggested? Also, which game options are best (e.g. magic site frequency, strength of independents, etc.)?

I've also wondered what an "Adventure Map" is. I don't remember seeing this term used anywhere. It's been over a year since I've played Dom 3, though. And what's #killfeature?

Thanks :)

AndonSage
June 7th, 2009, 07:42 AM
What does a crown icon in a province mean? Does that designate a province with a "special" site?

Edi
June 7th, 2009, 03:08 PM
Thanks! :)

The Provinces with crowns are victory point provinces. Each victory point acts like a temple for the purposes of spreading dominion and they are used for determining the winner for a game with a victory condition based on victory points. All special provinces grant victory points but not all victory point provinces are special provinces. Play the adventure map and find out...

Adventure map is the version with all the special provinces. The other one is a no specials version, which does not have any scripted provinces, so Waterdeep, Calimport, Hellgate Keep etc are just normal provinces. The #killfeatures map command annihilates all randomly determined magic sites from the province during game creation so that all scripted sites are guaranteed to appear.

As far as recommended settings go, indie strength is according to taste, but I always play with independents 7. Slows the impossible AI down a bit, but not too much, whereas a lesser indie strength would mean you'd get overrun. Standard gold, standard resources, 150% supplies (which helps AI some with starvation).

Magic sites one or two steps less than default, or default. If you crank it up higher, the gem income is insane. One co-op game against around 20 AI nations with a friend of mine, I had roughly 100 provinces and I did not have any type of gem income less than 20 per turn and some were in the high 30s range without gem generator globals.

On this map I usually use victory by provinces or victory by victory points, with the target VP amount set to between 35 and 50 (out of 100, 50 is maximum you can set).

The number of players that fits on this map is big, so no less than 17 nations, I'd say. But no LA ermor or LA R'lyeh, because the freespawn problem will cause the game to hit the unit limit.

One of the problems is that there are so many start locations that you can end up with somebody having almost a quarter of the map to themselves while seven or eight nations end up starting in a tight cluster, which can lead to some interesting results.

AndonSage
June 7th, 2009, 07:13 PM
The Provinces with crowns are victory point provinces. Each victory point acts like a temple for the purposes of spreading dominion and they are used for determining the winner for a game with a victory condition based on victory points. All special provinces grant victory points but not all victory point provinces are special provinces. Play the adventure map and find out...

I am playing the adventure map :) Just started a game on it yesterday. Since I didn't change the victory conditions (just have Standard Victory), do those VP provinces still spread dominion? Also, is the number of crowns the number of VP?

Adventure map is the version with all the special provinces. -snip-

Got it, thanks :)

As far as recommended settings go, indie strength is according to taste, but I always play with independents 7. Slows the impossible AI down a bit, but not too much, whereas a lesser indie strength would mean you'd get overrun. Standard gold, standard resources, 150% supplies (which helps AI some with starvation).

I normally play with indie strength 7, so that works :) Although I'm using Normal AI, since it's been over a year since I last played. I need to remember how to play, hehe.

On this map I usually use victory by provinces or victory by victory points, with the target VP amount set to between 35 and 50 (out of 100, 50 is maximum you can set).

My current game I just went with Standard Victory. I like long games :)

The number of players that fits on this map is big, so no less than 17 nations, I'd say. But no LA ermor or LA R'lyeh, because the freespawn problem will cause the game to hit the unit limit.

I went with me + 15, so that's close :) I'm playing Early Age, Niefelheim.

One of the problems is that there are so many start locations that you can end up with somebody having almost a quarter of the map to themselves while seven or eight nations end up starting in a tight cluster, which can lead to some interesting results.

Is that with too few nations? Or can that happen even with 17+ Nations?

Thanks for replying, Edi!

vfb
June 24th, 2009, 08:58 AM
I've just noticed a possible missing connection on the map. Should 112,119 be connected?

Edi
June 25th, 2009, 03:50 PM
I've just noticed a possible missing connection on the map. Should 112,119 be connected?
They should indeed. Thank you for this. I'll update the map on the weekend.

jmccrea70
July 5th, 2009, 09:38 AM
What an awesome map you have! I just started playing Dom3 so Im really new to the game and came across this and loved it! Brings me back to the days of "High Adventure" as my friends as i would travel thru Toril. Thanks for all your hard work on it and hope that everyone appreciates your time and effort on this!

Are there any other mods you would recommend? Im still sifting thru them, and would like to know the ones you like, if you dont mind that is. Thanks again!

Edi
July 5th, 2009, 12:57 PM
Thanks for the great feedback. Glad you're enjoying the map. :D

The neighbor bug reported by vfb has yet to be fixed, but I'll try to get that as soon as possible. As for mods that I'd recommend, either the CBM (Complete Balance mod) if you want more actually cost efficient choices, and if you want to face national troops from the AI, Better Independents (linked from my sig). Be warned that the Better Independents mod makes the AI plenty tougher than it is usually because recruiting crap has been disabled unless the crap is a national unit.

jmccrea70
July 5th, 2009, 03:34 PM
Have you ever thought about a complete conversion...adding races that are appopriate to the realms and possibly the classes. Though that could be a very limited selection of units...and would prolly be alot of work. Since most of us have lives outside of games(which is too bad actually) this prolly isnt possible. Still great mod and seeing that map was like being back home haha

Strange im not seeing any sigs...wonder if I have that turned off

Sombre
July 5th, 2009, 05:22 PM
CBM (Complete Balance mod)

Conceptual.

jmccrea70
July 5th, 2009, 11:10 PM
Also, Can I use the Better Independents mod and the Faerun map at the same time? Sorry if this is a noob question. Im guessing I would have to make a mod folder and put them into their and the game would then run them?

Fate
July 5th, 2009, 11:41 PM
The Faerun Map remains in the "map" folder, where I assume you have it installed if it is working correctly.

Better Independants is a mod and goes into the "mods" folder. You can use it with Faerun (or any map). To use any mod you go to Preferences->Mod Preferences->[click on mods to enable them]. Then start a new game. Any mods enabled at the time of game creation will be incorporated into that game. If you load any previous (saved) game Dominions recognizes the mods you started it with and automatically loads those mods for you.

In general all maps are compatible. However, mods rely on a limited set of Identification numbers (for units and such), so if two mods use the same Id numbers for different stuff then weird results can happen (from getting the wrong unit/spell/armor/whatever to the game crashing). It is an easy fix though, if you just look into a little modding. I thing Gregstorm (or someone?) made a nice mod-reconciler tool that fixes such errors.

Some maps (like the Dom 3k maps and the Antilarium map) require certain mods to work properly, but beyond that all maps should work with all mods.

Finally, if you enjoy Faerun (which is a great adventure map) you might want to look into Antilarium (Here (http://forum.shrapnelgames.com/showthread.php?t=40171)) and Gang Wars (Here (http://forum.shrapnelgames.com/showthread.php?t=36701)).

There are probably more, but those two spring to mind.

jmccrea70
July 6th, 2009, 12:58 PM
Thanks much Fate...appreciate it!!

Ballbarian
July 7th, 2009, 08:34 AM
Edi,
Is #poptype 120 (in province #455 [Western High Ice] for example) used for "no recruitables" or is it a valid poptype?

Edi
July 7th, 2009, 12:40 PM
It's a poptype that eliminates recruitables. Valid poptypes end at 89, I think. Using numbers past 100 results in no recruitables at all.

PriestyMan
March 3rd, 2011, 05:18 PM
119 and 112 look like they should be connected

Gandalf Parker
August 1st, 2011, 11:57 AM
Im in this thread because of a request to re-randomize it with SemiRand.
Im wondering, was the new versions of provinces updated for the SemiRand copies also?

Edi
August 23rd, 2011, 09:16 AM
Whoops, didn't see that post before now. I'm not sure. Go ahead and rerandomize this map if you like, Gandalf. I've not done anything related to SemiRand, so no idea about the province lists on that.

sidhos
September 7th, 2011, 12:23 AM
To get the adventure map, which of these downloads from the link will I need?

10 APR 1009 and 01 MAY 2009 ? or are one of those later files a complete version?

Edi
September 9th, 2011, 04:26 AM
Both. The April file has the map graphic, the May file only has the fixed map files, which are very small.

sidhos
September 9th, 2011, 04:42 PM
Thanks. :)

Beautiful map. My eyes are having a little bit of a time, adjusting to the art and red (as apposed to black) borders.

I love that so many love this game so much, that they take the time to make these mods and maps. Great stuff.

ronjon
October 22nd, 2011, 02:11 AM
I do not know if Edi even comes on this forum any more, but I am playing the faerun adventure map for the first time, and I am starting in Halruaa, so I have to go through the Nath to go anywhere, and every other commander that goes through gets diseased. Don't know if that is a feature of the map, but if it is it kind of stinks.

Edi
October 22nd, 2011, 09:19 AM
I do not know if Edi even comes on this forum any more, but I am playing the faerun adventure map for the first time, and I am starting in Halruaa, so I have to go through the Nath to go anywhere, and every other commander that goes through gets diseased. Don't know if that is a feature of the map, but if it is it kind of stinks.
Yes, I pop in from time to time.

What you're experiencing is NOT a scripted feature of the map.

What has happened is that you have had a randomly generated site that causes disease in that province. And if nearly half your commanders are getting diseased, my bet is on the Crown of Darkness, since Nath is a mountain province. The Crown of Darkness is a level 4 death site, so you're going to need to Dark Knowledge the province in order to find it. Serious death gem income and a 40% thaumaturgy bonus, but it does have a 10% disease chance. Or Leper Fens since that too has 10% disease.

If you're really unlucky, you may have more than one disease site in the province and each site has its chance rolled independently.

Azriel
December 20th, 2012, 11:11 PM
I was playing the adventure map and I realized that victory point win was not an option. I took a look at the mod file and the #victorycondition command was missing. Does anyone have any suggestions as to the victory point requirements to win this map There are a total of 100vp scattered about, so I would say the victor needs to conquer the majority of them: (51%, or 51vp) What say you?

Edi
January 12th, 2013, 09:39 AM
You don't need to have the #victorycondition command in the map file to use that. Just select it during game creation.

If the command was added to the map, then it would always be enforced in all games played with that map. I suggest tossing something like 30% to 50% of the VPs as the threshold, or even 20-25%, depending. It's a huge map and you'll run into micromanagement hell with standard conditions.