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  #11  
Old September 19th, 2006, 09:07 PM
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Gandalf Parker Gandalf Parker is offline
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Default Re: New Map - AomOrc

No interest was shown. I was also going to expand on those two generators. I could go ahead and start on them if you were interested.
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  #12  
Old September 19th, 2006, 09:25 PM
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Default Re: New Map - AomOrc

Do not go to extra trouble just for me Gandalf. If others show an interest as well, or you are just feeling creative sometime, I am sure that I would find it useful on occasion even if my map editor project never gets off the ground. It is always nice to have resources to go to for creative inspiration, and the name lists do provide that.
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  #13  
Old September 19th, 2006, 09:36 PM
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Default Re: New Map - AomOrc

OK some quickies.....
http://www.dom2minions.com/~dominion/maps/

SwampList.txt
SwampName.txt
WatersList.txt
WatersName.txt
swamp.bas
water.bas

I really should edit the words at the beginning so they dont all use the same words for making up names.
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  #14  
Old September 19th, 2006, 10:00 PM
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Default Re: New Map - AomOrc

Excellent quickies!
I found one of the swamp names rather amusing: "Deformed Bottoms"
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  #15  
Old September 19th, 2006, 11:31 PM
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Default Re: New Map - AomOrc

Here is another quickie.
Check out the results of RName.sh
http://www.dom2minions.com/~dominion/maps/Names.txt
http://www.dom2minions.com/~dominion/maps/NamesList.txt

Various programs use really complicated arrays of how frequently letters appear in the english language. They parse a spelling dictionary to get that. I just shorted it to grabbing small pieces from the spelling dictionary and pasting them together. Not fantastic but pretty good for a short-n-dirty shell script.

They can work for unique commander names. Or to toss in some uniques to the other files to get
Antoer Forest
Ngiassti Mire
Icatannab Plains

BTW these will all run fresh copies automatically every day.
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  #16  
Old September 20th, 2006, 06:57 PM
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Default Re: New Map - AomOrc

Thanks Gandalf, that will be useful as well.

A note of interest:
I started a single player game shortly after uploading the patched map file as base Pythium vs 11 ai oponents. Pure bad luck started me in the rough start position that I had mentioned. I now control most of the swamps, a large chunk of the wastelands and some mountain provinces. My gem income is very respectable, but of course gold is scarce and starvation is an issue until I can find more nature sites for bags of wine. I now border 3 rival nations and things are not looking very promising. If I can hold them back for a few more turns I should be able to break out of the mire and start taking some gold generating provinces. All things considered it has been every bit of the challenge that I had hoped.
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  #17  
Old September 21st, 2006, 12:36 AM
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Default Re: New Map - AomOrc

I am not trying to turn this thread into an AAR, but thought I would share the general feel that this map imparts. The large grouping of swampland and wastes has created some interesting choices in strategy and unit training from the way that I normally play.

Several turns later, I have held my defensive position with some loss of ground, but my gem income is very respectable (and this is on difficult research and low magic site frequency). After repelling a large attack from Machaka in the north, my armies there are now on the offensive. In the south, my swamp force is on the move for a trial run. It consists of bogbeasts and hydra's led by beefed up hydra tamers. Everybody is poison immune and feeling very gassy.

Here is a screen:
Attached Images
File Type: jpg 447701-Orc_Pyth_scr01.JPG (123.4 KB, 520 views)
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Map Forge - Map editor
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  #18  
Old September 21st, 2006, 02:39 PM
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Default Re: New Map - AomOrc

I wonder how it looks on Dom 3...
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  #19  
Old September 21st, 2006, 03:10 PM
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Default Re: New Map - AomOrc

Where did you get those flags?
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  #20  
Old September 21st, 2006, 09:00 PM
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Default Re: New Map - AomOrc

I made them a couple of years ago by editing some images from Unwise and Jurri's flag mods and my own stuff. Intended to upload them with a nation gui/background set, but I was never happy with the gui. I have been using it so long that I do not even think about it anymore. If there is some interest, I guess I could go ahead and upload the flags mod.
Here is a sampler that I threw together:



1rst row (left to right):
Marignon, Caelum, Atlantis, Ermor, Arcos, Ctis, Man

2nd row:
Jotun, Machaka, Pangaea, Pythium, Mictlan, Ulm, Vanheim

3rd row:
Rlyeh, Abysia, Tienchi
Attached Images
File Type: jpg 448005-COASMPL2.jpg (57.8 KB, 512 views)
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