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| Terrible Land (36 + 4) | |
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| Tweet Topic Started: Sep 13 2012, 10:00 AM (807 Views) | |
| Elmokki | Sep 13 2012, 10:00 AM Post #1 |
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*Spicy* Crew
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![]() "A land so terrible that just few pretender gods want to ascend to godhood there." Province layout should be mirrored on vertical axis. No starts or #nostarts set, do that yourself. http://koti.kapsi.fi/elmokki/dom3/maps/terribleland.zip |
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| Elmokki | Sep 13 2012, 02:10 PM Post #2 |
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*Spicy* Crew
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Oh crap, I just realized it indeed is not symmetrical. The city/farm is asymmetrically placed. EDIT: Fixed! |
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| lourdes | Sep 13 2012, 04:50 PM Post #3 |
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militarist
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Thank you, good map. The only problem I see from the pioint of vew of hinnom - no mountains. Only Border mountains, which means hinnom would have to build tel city which is almost prohibitively expencive for duels. It's good when a map has all kinds of terrain , just in case for each nation, summons, using all possible national bans and boons. Yes, Including swamps and caves. |
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| frosted | Sep 13 2012, 05:18 PM Post #4 |
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*Spicy* Crew
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Thanks Elmo! I'll add this to the pool. A question about nostarts... This map is well suited for multiple start locations which is really nice, especially given recent developments with marverni being all scary. In terms of nostarts, if I make the 3 grasslands at the top and bottom edge of the map start positions will the game potentially place the capitals 2 squares from eachother - or will it prefer farther capitals if possible? Anyone know? |
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| <span style=Calahan</span> | Sep 14 2012, 07:42 AM Post #5 |
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Here fleeing from the tyranny of Shrapnel dictators
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Re: Random starts - A nation can be placed in any province as long as it is a valid starting location for that nation, and as long as that province hasn't got any restrictions placed on it regarding starts (ie. It has been designated a "No-Start"). The other requirement is that there is at least two provinces between starting locations. So if you had 2 nations on a 1x100 province map, then random starts will just as likely place them at 1+4 as any other combination. But not 1+2 or 1+3. Note this doesn't apply if the map doesn't provide the space, or has retrictions placed on it that prevent this from happening. ie. If you set provinces 3-100 as No Start, then the 2 nations would start at 1+2. And if you attempted to start 3 nations on such a map, then you would get the user created problem ("problem", since it's not a bug) where two nations would start in the same province, and one of them would have no fort, or troops etc, and would die a Dom-death on turn 2. The above was all correct as of four years ago when I did one of my first bits of map balancing, and produced the start zones on the map below. Not absolutely sure if it still applies now, but I'd be very surprised if it didn't. IIRC numerous tests showed that two nations could not start in the same zone, and hence they (appeared) to be following the rule of requiring two provinces between each start locaton.
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Never try to help pig-headed douche bags. It's never worth the trouble, as some people are just too stupid and arrogant to listen Sombre is an egocentric asshole - Jarkko Calahan can spread shit with the best of them. | |
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| frosted | Sep 14 2012, 06:07 PM Post #6 |
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*Spicy* Crew
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Thanks Calahan, is there anything about this game you don't know?! I'll re-edit my edit of this map's start positions so that opposite side starts are guaranteed but the position is still variable. Again, thanks! |
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8:30 AM Jul 11