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Yomi is as it always has been and always will be: A nation with decent troops and amazing battle mages that tries to trick you into taking turmoil for some terrible demons.
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# ? May 12, 2015 16:06 |
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# ? May 28, 2024 16:21 |
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Tuxedo Catfish posted:Make them merely bad instead of a literally anti-designed nation where every asset you have cripples some other asset. Yomi is pretty ok actually.
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# ? May 12, 2015 16:15 |
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Yomi is poor because they are in EA. Another case of a neat nation that is in the wrong age. They aren't unplayably bad.
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# ? May 12, 2015 16:19 |
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yeah, you won't exactly find nations that are unplayable unless it's like, oceania. but that's mostly because it's a water nation.
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# ? May 12, 2015 17:30 |
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Tuxedo Catfish posted:Did they ever fix Yomi?
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# ? May 12, 2015 18:07 |
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Let's Talk About poo poo Maps Hey guys, stop making bad maps! They ruin games, waste hours of time for all involved and burn people out on the game. It's awesome that we have people who go through lots of work to host games, corral people to play in them and then manage them after they're running. Thanks! But if you do ALL of that work, and then don't take an extra 5 minutes to doublecheck some details of the map settings, all your other time was wasted. Here's an example of the map in the current Disciples game that's probably going to result in no one wanting to play another disciples game for 6+ months: Ulm is within 1 or 2 spaces of several enemy capitols in this game. Ulm's 'cap-circle's is overlapping with Ur's. Caelum, a nation with flying raiders, is within 2 spaces of Ulm. This represents a lot of problems for the game. Here are some ground rules:
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# ? May 12, 2015 18:34 |
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A Good Post
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# ? May 12, 2015 18:42 |
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I would also suggest you attempt to at least somewhat account for major disparities in income, though this is much more difficult than the above points. However, if a nation with 9 provinces has significantly more income than a nation with 25 provinces, there are some severe problems with the map, which is another issue this disciples game has.
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# ? May 12, 2015 18:42 |
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My preferred map is called "random medium".
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# ? May 12, 2015 18:42 |
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My (Pan's) cap is one province down from that
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# ? May 12, 2015 18:45 |
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Enjoy posted:My (Pan's) cap is one province down from that
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# ? May 12, 2015 18:51 |
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And don't loving leave random land connections between non-adjacent provinces for no reason. Ports are okay, but I'm still salty about that one province in garbageidiot that absolutely should not have been adjacent to Niffle's cap.
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# ? May 12, 2015 18:51 |
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This why I only host games. Making good maps is too hard.
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# ? May 12, 2015 19:45 |
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Is there anyone here who really likes making maps? Maybe someone who does should make 5-10 really good maps and we can just rotate between them for most goon games, maybe adding a few here and there as the old ones grow stale.
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# ? May 12, 2015 19:57 |
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Speaking of which, I knew I was screwed on turn 1 of KristofferOsterman because I had only three connections, one of which was a throne, and all thrones are level 2 or level 3. But it took so long to get that game started that I decided not to complain.
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# ? May 12, 2015 19:59 |
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Have Some Flowers! posted:Let's Talk About poo poo Maps nice
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# ? May 12, 2015 20:02 |
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Speleothing posted:Speaking of which, I knew I was screwed on turn 1 of KristofferOsterman because I had only three connections, one of which was a throne, and all thrones are level 2 or level 3. Sorry, I though I marked all the 3 connection provinces as nostart.
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# ? May 12, 2015 20:02 |
I try to make good maps but usually that involves generating like 15-20 of them, getting one that appears to be 60-70% ok and then noticing some bad poo poo after the game starts. Also there is always one bad start and that's where jsoh lives.
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# ? May 12, 2015 20:05 |
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I'll try and start making a big collection of 'okay' 12 player 15 province-per-player maps with workable starts.
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# ? May 12, 2015 20:21 |
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jon joe posted:Is there anyone here who really likes making maps? Maybe someone who does should make 5-10 really good maps and we can just rotate between them for most goon games, maybe adding a few here and there as the old ones grow stale. I did a shitton of crazy maps, does this count? Most of them are really bad, though. Could be some other maps from other people are accidentally around, too. The crazier the map, the more likely it was one of mine. The boring ones are so boring, I can't for the life of me tell if I did them or someone else. They're all raw maps by the way, thanks to my minimalistic approach to map making.
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# ? May 12, 2015 20:24 |
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Go ahead and post criteria for "good" maps and I'll go look up Dom4 map formats. This can't possibly be harder than the CK2 map generator I was working on.
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# ? May 12, 2015 20:25 |
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Please consult the following criteria for a good map: (seriously I think Have Some Flower's post covers it) Also, question: Is there any reason not to use dispossessed spirits as patrol spam? I read the manual and don't see anything that would limit their patrol strength but I figured I should check that there isn't some undocumented "undisciplined units get half patrol" rule or something TheresNoThyme fucked around with this message at 01:24 on May 13, 2015 |
# ? May 13, 2015 01:20 |
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TheresNoThyme posted:Also, question: Is there any reason not to use dispossessed spirits as patrol spam? I read the manual and don't see anything that would limit their patrol strength but I figured I should check that there isn't some undocumented "undisciplined units get half patrol" rule or something I guess you could, but unless you're Lemuria you're summoning 15 of them for 4 death gems, which is alright but it's still nowhere near as good as what Pack of Wolves or Call of the Winds gets you in terms of patrol power. Unless there's another way to get dispossessed spirits that I'm missing. (do undead Boing fucked around with this message at 02:07 on May 13, 2015 |
# ? May 13, 2015 02:03 |
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back in my day we had 3-connection caps and we liked it because it meant you weren't screwed with a 2-connection. 4? 5? ridiculous. y'all are spoiled.
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# ? May 13, 2015 02:51 |
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Experimenting with basic algorithms to province connections: I think this is decent - the trick will be in making the provinces roughly the same size afterwards. Got an idea though.
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# ? May 13, 2015 03:08 |
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Corbeau posted:Experimenting with basic algorithms to province connections: The map generator that comes with the game isn't that bad. You could generate and touch up dozens of maps in the time it would take to code a new generator from scratch.
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# ? May 13, 2015 03:10 |
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fool_of_sound posted:The map generator that comes with the game isn't that bad. You could generate and touch up dozens of maps in the time it would take to code a new generator from scratch. I know it's cliche, but... e: I think the greater problem is that every time I start on a project like this, I want to just make a Totally-Not-Dominions game that doesn't have to use Illwinter's horrible GUI conventions. Corbeau fucked around with this message at 03:17 on May 13, 2015 |
# ? May 13, 2015 03:13 |
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come back to internet relay chat the demon
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# ? May 13, 2015 03:27 |
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fool_of_sound posted:The map generator that comes with the game isn't that bad. You could generate and touch up dozens of maps in the time it would take to code a new generator from scratch. honestly the map generator is loving atrocious and if he builds a better mouse trap bascially everyone will use it
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# ? May 13, 2015 03:51 |
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Samog posted:come back to internet relay chat the demon Yes, one of us.
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# ? May 13, 2015 04:13 |
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Well at the moment all I see is a multicoloured hex grid. Yes making every province a nice even hexagon makes making a balanced map very easy, it also makes the map really boring.
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# ? May 13, 2015 04:21 |
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That's the reason why each province is assigned more than a single "hex" in the grid: this way the provinces are generated with around 4 to 8 connections (not accounting for water/mountains yet, of course) rather than being a strict 6-connection hexagon. Visual granularity and noise will come with the conversion to pixels.
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# ? May 13, 2015 04:29 |
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Corbeau posted:That's the reason why each province is assigned more than a single "hex" in the grid: this way the provinces are generated with around 4 to 8 connections (not accounting for water/mountains yet, of course) rather than being a strict 6-connection hexagon. Visual granularity and noise will come with the conversion to pixels. Oh that's what you've done. Alright, that might work.
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# ? May 13, 2015 04:38 |
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No no, make an actual all-hex-based map, 6 connections of everything. Hardcore Wargaming. e: Then bring in that Aryulm Pride Master Race WW2 mod or something idk
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# ? May 13, 2015 05:35 |
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give jomon flame corpses with innate flight
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# ? May 13, 2015 06:31 |
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Corbeau posted:Experimenting with basic algorithms to province connections: Using more than four colours?
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# ? May 13, 2015 10:41 |
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Someone make a map that's just one big province in the middle surrounded by like 30 provinces on the outside
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# ? May 13, 2015 11:48 |
I've tried, there are actually limits on the amount of province connections. I was trying to make a map where every capital of every nation in each era was linked to a single land, sea, and cave province so people could do easier battle testing. Couldn't even manage EA connections without it spazzing out, may remake it with two of each type I guess.
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# ? May 13, 2015 12:09 |
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drat. I was just imaging a level 3 thrones being on that tile and everyone's locked in a stalemate due to not wanting to be the guy who takes the throne first only to immediately be nuked by the entire rest of the game. And then someone does.
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# ? May 13, 2015 15:40 |
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# ? May 28, 2024 16:21 |
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Babe Magnet posted:drat. Then the person who spends thirty turns making nothing but Niefels wins. We mocked him. We all mocked him, but in the grim darkness of a map composed of fewer than fifteen provinces he is the Pantokrator!
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# ? May 13, 2015 22:16 |