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Asehujiko posted:I too find myself unreasonably excited at the prospect of having better looking background images for a game I play for 30 minutes every month, keep up the good work. Actually it's entirely reasonable
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# ? May 16, 2017 19:02 |
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# ? May 10, 2024 06:54 |
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Decided to try stone instead of mud in the town square.
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# ? May 16, 2017 22:03 |
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that looks a lot better, honestly. like some sort of town square. maybe even a step further, if you want, and put some small detail along the lines of fairground banners or some light scaffolding that will be covered up by the forts if/when they're built?
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# ? May 16, 2017 22:13 |
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Johnny Joestar posted:that looks a lot better, honestly. like some sort of town square. maybe even a step further, if you want, and put some small detail along the lines of fairground banners or some light scaffolding that will be covered up by the forts if/when they're built? Or just maybe some little linework to enhance the idea of a cobblestone town square.
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# ? May 16, 2017 22:52 |
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The trick is adding just enough of a pattern to be processed by the brain (consciously or not) without drawing the eye (because it's a background, and the entire style of the map is about curves rather than grids). This is an attempt, at least.
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# ? May 16, 2017 23:23 |
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I hope the Illwinter guys look at this and cry themselves to sleep about how they'll never make a mapgen this good (this mapgen is really good Corbeau.)
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# ? May 16, 2017 23:48 |
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Corbeau posted:The trick is adding just enough of a pattern to be processed by the brain (consciously or not) without drawing the eye (because it's a background, and the entire style of the map is about curves rather than grids). drat, that's really good
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# ? May 16, 2017 23:52 |
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I love the stone-paved square. With the dirt it just looked like a hole waiting for a Fort but lacking its presence. Can we see one with a fort & temple in the same prov? Does it automatically put the fort into the town square?
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# ? May 17, 2017 01:39 |
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Speleothing posted:Can we see one with a fort & temple in the same prov? Does it automatically put the fort into the town square?
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# ? May 17, 2017 06:36 |
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Corbeau posted:The trick is adding just enough of a pattern to be processed by the brain (consciously or not) without drawing the eye (because it's a background, and the entire style of the map is about curves rather than grids). Any plans to scatter smaller collections of buildings around the farmlands?
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# ? May 17, 2017 16:55 |
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Ooh and can there be more houses in high-pop countries and fewer in low-pop? E.g., is it possible to generate the pop numbers for provs before you draw the background...
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# ? May 17, 2017 17:34 |
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I think that runs the risk of the map providing too much information.
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# ? May 17, 2017 18:04 |
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You could put more houses in the sites with the extra-population modifiers ('large' and 'fresh water').
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# ? May 17, 2017 18:07 |
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goatface posted:I think that runs the risk of the map providing too much information. Hmm yeah I guess you have to send a scout to know that, that's right.
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# ? May 17, 2017 18:25 |
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goatface posted:I think that runs the risk of the map providing too much information. That is public information if you open the map in the map editor. There are specific tags for large and small provinces; you won't know the exact numbers but can get a general idea.
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# ? May 17, 2017 18:32 |
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Z the IVth posted:Any plans to scatter smaller collections of buildings around the farmlands? Not currently. Using buildings to denote large provinces isn't a terrible idea, but I'm not sure the current sprites are right for every terrain type. It's a feature that won't make it into the first beta release, anyway (which is approaching; I'm down to only two real steps before beta release is viable, and they're legal/logistics stuff). Plus, frankly, the game seems to weigh randomization over the large/small tags. It might be about as misleading as it would be informative. Corbeau fucked around with this message at 01:10 on May 18, 2017 |
# ? May 18, 2017 01:07 |
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One of the logistics things to take care of is that I have decided to stay on the safe side of things and not ship this with assets ripped from dom4. So I'm replacing the Dom4 flag, fort, and throne sprites with some hand made alternates. Haven't done the throne yet, but I did a mock-up with flags and forts to see how it looked: Corbeau fucked around with this message at 09:25 on May 18, 2017 |
# ? May 18, 2017 09:20 |
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Tight.
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# ? May 18, 2017 11:29 |
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I thought dominions overlayed those sprites?
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# ? May 18, 2017 13:06 |
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Someone might want to use the map editor for non-Dominion projects
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# ? May 18, 2017 15:22 |
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tooterfish posted:I thought dominions overlayed those sprites? It does. This is purely for viewing within the generator; they don't get exported.
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# ? May 18, 2017 18:51 |
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Thrones drawn, new sprites integrated: Unfortunately I'm going to be a bit more busy in the next few days, so I wouldn't expect the beta before Sunday or Monday. Only one more code/UI step to go though.
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# ? May 18, 2017 22:42 |
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Once this beta drops there are going to be several flavors of fun, new games going up. Oh yes indeed!
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# ? May 18, 2017 22:46 |
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Corbeau posted:Thrones drawn, new sprites integrated: Illwinter need to see this and weep.
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# ? May 19, 2017 01:02 |
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Tried tweaking a thing and it bugged out in a kinda amazing way: I kind of like it (the cities, not the misplaced flags), though it doesn't seem quite right for an ancient-era game.
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# ? May 19, 2017 21:35 |
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If there was a tactical map of dense city streets it could be cool to show the population centers that have just grown denser and denser over the infinite cycle of the ascension wars, but it's probably too much.
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# ? May 19, 2017 21:46 |
wiegieman posted:If there was a tactical map of dense city streets it could be cool to show the population centers that have just grown denser and denser over the infinite cycle of the ascension wars, but it's probably too much. dunno what ascension war you are in but in mine the end result is 8 dying peasants laying comatose upon the ashes of civilization
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# ? May 19, 2017 21:50 |
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Aiming for more distinct ford (crossable river) borders:
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# ? May 19, 2017 22:33 |
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Decided that start locations weren't popping enough, so I added a generic flag topper:
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# ? May 19, 2017 23:35 |
wiegieman posted:If there was a tactical map of dense city streets it could be cool to show the population centers that have just grown denser and denser over the infinite cycle of the ascension wars, but it's probably too much. This will be in That Which Sleeps / Star Citizen.
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# ? May 20, 2017 00:46 |
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Got something for you guys. https://corbeau.itch.io/cartographic-revision Let me know if there's anything I should add to the page and/or if there's anything in the download that's wrong. It should all be in order though.
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# ? May 20, 2017 02:58 |
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Can anyone point me to a helpful guide on good or standard end game strategies? I just got dom4 and plan on jumping into a game or two. Played a few games of dom3 and enjoyed it, even did ok but always ended up wondering what to do in the end game with no real knowledge of what to aim for. Any help would be appreciated.
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# ? May 22, 2017 20:07 |
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Cast_No_Shadow posted:Can anyone point me to a helpful guide on good or standard end game strategies? You've got two main options for very late game - arcane nexus + wish or vampires (plus astral corruption if possible). You could also push through with the big buffs if you have enough troops - army of lead for example, but fog warriors especially. Tartarian Gate is also good fun, but really needs Gift of Health to get something other than braindead meatwalls.
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# ? May 22, 2017 20:17 |
Cast_No_Shadow posted:Can anyone point me to a helpful guide on good or standard end game strategies? Pick Panheim or Vanheim and just make sacreds and then do blood.
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# ? May 22, 2017 20:19 |
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heres my guide to late game: crush your foes so utterly in the early game that you dont have to go past mid game becuase the game is loving rear end past midgame
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# ? May 23, 2017 00:14 |
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violent sex idiot posted:heres my guide to late game: crush your foes so utterly in the early game that you dont have to go past mid game becuase the game is loving rear end past midgame This. This game is a battle of wills, the will to go on playing, if you crush early and mid game everyone will AI/stale late game and you de facto win. (that's how I won my one game)
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# ? May 23, 2017 00:52 |
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Rushing five thrones in two turns is also a good winning strategy.
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# ? May 23, 2017 00:55 |
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Yeah thrones in Dom4 make it so throne grabs before endgame are a thing and if you lose them you don't need to play the endgame because you're dead. In Dom3 you kind of had to engage the endgame, which pretty much meant Tartarians unless you were playing a modded game, but in Dom4 you have the choice of doubling down on a stronger midgame push. In seriousness though there is no one endgame, endgame is throwing everything at the opponent in the right ways. Nexus brings gem-income and using those gems is one way to fuel your wars, blood sacrifice can in some ways be uncounterable, vamps and the magic and dompush to support them is a kind of strategy, wish is kind of an endgame strategy but more of a precision tool to gently caress over specific other strategies, and each item that you can use on the battlefield (Fog Warriors, Master Enslave, Rain of Stones continued from midgame, many others) is another tool. Gift of Nature's Bounty is usable. Assassination globals are defensive tools. You definitely can use remote assassination spells like Earth Attack or disease demons. Elemental and Demonic Royalty are a thing. National summons especially mage-thug or mage-SC chassis.
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# ? May 23, 2017 02:15 |
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Mu. posted:From looking @ the mod, it adds sites to the game that can spawn for anyone, one of which is a common cave site which allows the recruitment of the giant dudes. I don't know what the rest of these sites allow you to recruit but I'm tempted to just change them all to rare instead of common and call it a day. Replying to hilariously year-old post but I find this funny because that site is supposed to call cave crocodiles (and not that thing), but I must have overlooked it when I did a big reorganizing of the units and numbers. I've been looking at Dominions again lately and maybe I'll even play a game or two and update that mod. I'd been doing Civ modding lately and this game came to mind for whatever reason.
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# ? May 24, 2017 07:07 |
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# ? May 10, 2024 06:54 |
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For those who want to use flat view in my map generator, I uploaded an update today fixing a pretty major bug in flat view.
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# ? May 24, 2017 20:55 |