Dominions 6

Dominions 6

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Book Of Legends
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191.538 MB
8 月 6 日 下午 3:13
8 月 8 日 下午 3:46
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Book Of Legends

描述
Executor's Book of Legends converted for use in Dominions 6! This is the standard Free-Play version of the map, and does not include the supplementary mod packs for more specialized game modes.

286 Land, 36 Sea province map suitable for 15 Players, POSSIBLY up to 18.
Not well suited for Underwater Nations due to a Capital Site spawn restrictions.

In April in the Aluin port comments, Ddraig Lleuad expressed an interest in having this map ported over! I don't actually know much of anything about this map from my time playing Dom5 so this one's for you! You're welcome, game community stranger!

Original Dominions 5 map by Executor at
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2662849675
34 条留言
SpiderMonkey 12 月 12 日 上午 11:35 
Thanks for the quick feedback! To be safe, I'll connect the isolated provinces in my version.
Laughing Prophet  [作者] 12 月 11 日 下午 8:32 
Unsure; I think due to spell range limits and how they track, any province with a full zero outside connections can't be accessed outside of the special teleport events I haven't ported over.

You should be able to add/change a point of connection to them with no particular issues otherwise.
SpiderMonkey 12 月 11 日 下午 2:43 
Laughing Prophet, we're finally about to start our 16 player disciples game using Book of Legends! I have a question: there are some provinces that have no connections to the other provinces on the map. For example, provinces 244 and 257 connect to one another but are not connected to any other provinces. Also, the moon and the two provinces in the bottle, lower left. Is there any way to move to these provinces in game? For example, by teleport or cloud trapeze? If so, I'll leave them disconnected. If not they seem wasted. Thanks!
Laughing Prophet  [作者] 11 月 20 日 下午 7:37 
Should be fine. Underwater 232 will probably have some minor area issues just because of how cap circles work (Land provinces generally don't feed resources to underwater provinces even if directly connected) but that's unavoidable. The bigger problem will be that 226 is another start site and is directly bordering them, which will cause Tension or just get someone killed super early by virtue of dominion spread.

Definitely wouldn't work properly with the mod pack but that's not really an issue because it hasn't been ported over yet.
SpiderMonkey 11 月 20 日 下午 4:44 
I updated the Book of Legends map for my 16-player disciples game to improve multiplayer balance (though this may break the mod pack). Could you review these changes for potential issues?

Added three new start positions (now 16 land, 2 water). Two starts will be unused, possibly giving nearby teams an advantage, but with four teams of four, most teams should be close.

Set underwater start positions (provinces 11 and 232) for aquatic nations; rivers and lakes connect for expanded water nation play and new threats to land nations.

Made the moon (province 308) accessible and a unique, isolated start.

Connected the island under the bottle (province 15) to five land provinces by sailing routes, allowing land expansion and amphibious vulnerabilities; verified these land provinces work as cap circle.

These water/moon starts should increase strategic variety for multiplayer. I can share the .map file if interested.
SpiderMonkey 11 月 20 日 上午 6:15 
Thanks for taking the time to give this advice really helpful!
Laughing Prophet  [作者] 11 月 20 日 上午 2:40 
For #specstart you'd need the numerical ID for the nation in question, but those are easily accessible using the Dom6 Mod Inspector (available using any internet browser).
Laughing Prophet  [作者] 11 月 20 日 上午 2:38 
Spawns are mostly random unless they have a terrain type priority of some type (e.g. Cave Nations spawning on cave tiles if available). For this map, 15 provinces are pre-set as priority start positions, one of which is Island 15. So unless you specifically prepare for it, 1 of the total 15 players will start on that island.

There are some options, but most of them take some fairly basic use of the map editor. You could:
Remove the starting province tag on Province 15 and play with 14 players to guarantee mainland spawns for everyone.
Add connections to the port provinces surrounding the island; probably in a limited capacity to avoid too many valuable connections.
Wait for all players to select their preferred nations, then use a text editor to make a single specific nation start there by using #specstart <nation id> 15, if I'm understanding that option correctly.

Ultimately between the two maps this one will take slightly more setup effort.
SpiderMonkey 11 月 19 日 下午 10:58 
Or, put connections from Province 15 to the mainland, sort of like The Verdant Steppe (province 62) connects to the mainland? As long as those became the cap circle for province 15, that might work...
SpiderMonkey 11 月 19 日 下午 10:55 
Thanks for double checking that! Sailboat link -- beautiful. We have selected the era (early) but not yet chosen nations. At this point we're torn between Book of Legends and Cartographic Atrocity. We'll decide on nations once we decide on the map. Atrocity allows for underwater nations, but Legends doesn't seem to, based on the description. So, if we go with Legends, we had planned to have only land based early era nations. But, if one gest stuck on the island, that won't be fair to that player. Is there an easy way that I could edit the start positions to exclude Province 15? Or does the game randomly pick locations and we just got unlucky this time 'round? I'm not experienced in this time around? Thanks again for being so responsive, and for all the time you have put into creating and porting these amazing maps!