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-   -   Map QuickRef (http://forum.shrapnelgames.com/showthread.php?t=32737)

Gandalf Parker January 10th, 2007 02:41 PM

Map QuickRef
 
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

Re: Map QuickRef
 
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

Re: Map QuickRef
 
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

Re: Map QuickRef
 
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

Re: Map QuickRef
 
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

Re: Map QuickRef
 
Quote:

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 ?

Quote:


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/image...es/biggrin.gif )

Gandalf Parker January 10th, 2007 05:55 PM

Re: Map QuickRef
 
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

Re: Map QuickRef
 
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

Re: Map QuickRef
 
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

Re: Map QuickRef
 
Quote:

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)


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