[Dom3] Draft: Etimhara Victorious

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Username17
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Post by Username17 »

OK, found a couple broken connections. The mod and map are however up for downloading Here.

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Username17
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Post by Username17 »

So I'm testing things, and I am getting the fucking weirdest error. Some of the Nations are not placed on the map. And when they are not placed, they still get a start location, they just don't get any troops or dominion. They die on turn one.

This appears to be linked to pretenders, in that it happened 100% of the time with one Testgod I made, so I deleted him and made a new one (same abilities, same dominion, same name, though obviously different titles), and that one was placed on the map. But it seems to happen kind of often.

I have no idea what the fuck or how to fix it. But unless anyone has any better ideas, I guess we just go forward and insist that everyone test their god to make sure they are actually placed on the map!

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angelfromanotherpin
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Post by angelfromanotherpin »

Hm, that happened to a god that wasn't mine in a couple of my tests. I also don't know what's up with that. Is it possible it's a problem with the mod? Like the god isn't enabled for the faction or something?
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Post by Username17 »

My guess is that it has to do with broken pretender titles in the extra nation slots. But I really have no idea.

I think that if we all make gods and test them to make sure they are placed, that all of them will be placed. Because it seemed to happen 100% with one testgod and so far 0% with my replacement (although still happening to other random computer made gods).

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Winnah
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Post by Winnah »

The last time I saw an error like this, it was due to one of the bitmask values on the start locations.

I was able to reproduce the error using normal nations, so I'll take a look at the map code. I may be suffering from confirmation bias though. I'll get back to you in a couple of hours.
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Post by Winnah »

Ok, from what I have seen, there are only 8 valid start locations. So Lucky nation number 9 tries to double up with another nation in the same province. Once of them goes.

Valid provinces are:

7
24
37
55
78
85
136
140

So the offending start location, does not appear on the above list.
Username17
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Post by Username17 »

Yep. Found the bad startsite. It was 126, which was too close to 136.

I'll put in a new start site, and we'll be good to go.

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Username17
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Post by Username17 »

OK, removed 136 and 24 as start sites, added 17 and 42.

Seems to work

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Winnah
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Post by Winnah »

Carthacia is in.

I'm going to enjoy this game, I think. The finalised verion of the map and mod look great. Good luck everyone, from here on out, I'll be wearing my douchebag game-face.
K
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Post by K »

Did the link get updated with the final draft of the map?
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Post by Username17 »

An interesting fact is that because the factions have a short unit list that is biased towards awesome, the computer plays the factions really well (relatively speaking). Also, the high-end province defense gets completely bonkers when fed through the province defense boosting properties of the AI cheats:
Image
That's all province defense!

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Last edited by Username17 on Sat May 12, 2012 8:46 am, edited 1 time in total.
Username17
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Post by Username17 »

K wrote:Did the link get updated with the final draft of the map?
Final Map Draft is in the last post on that thread. Intermediate versions are in the other bits, because Moderator Mandy is still a bitch who ruins forum software in order to pursue personal vendettas.

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K
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Post by K »

Any clue which pretender file is my pretender? I made one, but I don't seem to see it. I do see a few numbered nations not in an era that I've never seen before, so I suspect it's one of those.

Edit: Nevermind. I just made a few more copies of my nation and it came up. I'm 81.
Last edited by K on Sat May 12, 2012 9:06 am, edited 1 time in total.
Winnah
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Post by Winnah »

Playing against the AI gives you a tase of what some nations are capable of...But there are a few nations that have the potential to be very surprising when you consider the finesse that a human player can bring to the game.

Take Sachs for example. They are capable of a brute force expansion with skinshifters, yet they also have easy access to highly mobile thug raiders.

Or Amblis. A major water bless is almost a given...But I honestly don't know what else to expect.

No doubt this will be a very interesting experience. I have a few thoughts on how the early game may play out, but I honestly don't know what to expect from other players after 20 turns or so.
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Tador
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Post by Tador »

From my side i think not much.
I have draft to many sacred units.
Winnah
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Post by Winnah »

That's not so bad. It gives you an extra incentive to put up a second fort quickly. That way you get extra sacreds per turn, as well as independant recruits if you need them. You might need to be careful for the first few turns.
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Post by Zinegata »

Winnah wrote:Take Sachs for example. They are capable of a brute force expansion with skinshifters, yet they also have easy access to highly mobile thug raiders.
Dude, Vanheim has those already :).

Also, sorry for the delay in submitting. Was out all day yesterday. Will do it in a bit.
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Post by DrPraetor »

Let's go Voltron Force!
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Post by Username17 »

Yeah, the part where Sachs is really different from Vanheim is where instead of having Einheres and Chaff they have an elite standard army composed of legionaires with tower shields backed up by cheap archers. Then instead of the super Van lords and dwarves, they have Talmai Elders, Vaetti Hags, and Celestial Masters. So they have a lot of magic diversity, including strong Astral and Water access.

Vestals and Black Hunters is surprisingly not that different from Valkyries and Van.

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Post by DSMatticus »

Are the map and mod files in the thread Frank posted both up to date? Finding maps and mods on llamaserver is hard, but I wanted to take a peek to see what all of your final nations look like and there are a lot of copies floating around.
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Post by Username17 »

DSMatticus wrote:Are the map and mod files in the thread Frank posted both up to date? Finding maps and mods on llamaserver is hard, but I wanted to take a peek to see what all of your final nations look like and there are a lot of copies floating around.
The last map and the mod on that Shrapnel thread are the final ones. I fucking hate the Shrapnel forum, but it has a host file command at all (even if it is incredibly shitty).

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angelfromanotherpin
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Post by angelfromanotherpin »

So, I notice that I'm listed as having the largest starting army. Which is weird because half of that army's budget went into two elephants. Are starting armies just crazy elite?

I also notice that no-one researched or took a province turn 1. Sounds like a lot of sleepy divinity.
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Orion
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Post by Orion »

Largest Army means, if I recall correctly, "army with the greatest total volume" and elephants have a pretty decent gold/size ratio compared to elites.
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Post by DSMatticus »

angelfromanotherpin wrote: I also notice that no-one researched or took a province turn 1. Sounds like a lot of sleepy divinity.
Would you expect anything else? You handpicked factions from the best units in the era. If they needed divinity to do early expansion or searching, that would suggest catastrophic choice failure.
Ikeren
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Post by Ikeren »

Someone point me to the shrapnel thread please?
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