Dominions 6

Dominions 6

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Warhammer : Old World, from Nehekhara to Chaos
   
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10 月 22 日 上午 12:35
12 月 3 日 下午 1:56
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Warhammer : Old World, from Nehekhara to Chaos

在 Vesporium 的 1 个合集中
All Warhammer Fantasy Mods and Maps
15 件物品
描述
708 provinces : 500 land and 57 sea and 83 caves and 68 chaotic, distributed across 3 planes
Work In Progress

This map is based on Warhammer Fantasy universe, especially based on the XXIIIth, XXIVth and beginning of XXVth centuries Imperial Calendar.

This map is the most extensive map in the series of Warhammer maps that I create, which are more detailed/in-zoomed than any other Warhammer's maps previously published in workshop, but doesn't include New World (Naggaroth and Lustria), Ulthuan, Southlands, Inja/Ind, Khuresh, Nippon and Cathay.

- 1° The main plane is a revealed and non-wraparoundable map (a flat map) including the entire Old World, stretching from the Great Ocean in the west to the Mountains of Mourn in the east, from Araby and Nehekhara in the south to the Chaos Wastes/Desolations in the north.
The map image is from the website https://wjrf.bimondiens.com/content/maps/index.php.

- 2° The second plane is a hidden and non-wraparoundable map (a flat map), composed of caves for all the tunnel networks dug by the Dwarves, called “the Underway of the Ungdrin Angkor” with their citadels, particularly in the World's Edge Mountains, as well as the Skavendom, the Under-Empire of the Skavens.

- 3° The third dimension is a hidden map, both wraparoundable (an aberration permitted by this infernal, phantasmagorical, and magical dimension) which represent the Realms of Chaos, containing the Lands of the Plaguelord, the Blood God's Domain, the Realm of the Great Sorcerer, and the Dark Prince's Realm.
The map picture is an illustration of the Realms of Chaos found in the Tome of Corruption (official Warhammer book about Chaos). It is a map of the Realms of Chaos made by Marius Holseher in his grimoire, the “Liber Malefic”, following his dreamlike or real (?) journey through Realms of Chaos, due to a mysterious fever or an Arabian artifact (?).

No throne placed as a site (unlike HCAM, for example), random generation.

This map is designed for the 23-29 following land nations (* = mod nation from the Sombre Warhammer mod : https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3082462648 / ** = other mod nation) :

- MA Na'Ba (Arabians) or EA Ubar (Arabians)
- MA Nehekhara*
- MA Nagashizzar*
- MA Strigos*
- MA Bone Nose Tribe* (Greenskins of South and West)
- MA Black Crag* (Greenskins of North and East)
- unassigned spawnpoint/TBD nation for the Haunted Forest
- MA Goldooth Tribe* (Ogres of Mountains of Mourn)
- MA Zharr-Nagrund* (Chaos Dwarfs)
- MA Tilea* or EA Ermor (Remian empire)
- MA Bretonnia*
- MA Athel Loren*
- MA Altdorf* and/or MA Nuln*
- MA Middenheim* and/or MA Beastlands*
- MA Vampiria*
- MA Kislev*
- MA Norsca*

- MA Karaz-a-Karak* (Dwarfs)
- MA Skavenblight* (Skavens)

- MA Nurgle*
- MA Khorne*
- MA Tzeentch*
- MA Slaanesh*

- MA Itza* (Lizardmens)
- MA Cathay*
NB : Southlands and Cathay are not shown on the map, but they are right on its borders, so MA Itza* and MA Cathay* each have their own spawnpoint, the place where they would arrive in the Old World.

Additional spawnpoints :

- Estalians : MA Quijote**
- in Border Princes : MA Arcoscephale

+ A single province for only spectator nations, like Omniscience**
热门讨论 查看全部(1)
0
10 月 26 日 上午 5:49
Borders, Density and Extensions of this Map
Vesporium
27 条留言
Gake921 12 月 4 日 上午 8:53 
Thanks for responding so quick and fixing that province.
I have a game going as Karaz-a-karak currently, but I'll probably do Norsca again soon, and not worrying about that little province catching me off guard again is nice, lol.
Gake921 12 月 4 日 上午 8:51 
I don't know if it's balanced at all, but I know sail distance of 2 did feel a lot of fun to use, and made it possible to harass the Bretonnians within the first 10 turns, and it'd take significantly longer with a sail distance of only 1. I barely conquered the actual Norscan lands in my first 20 turns or so, mostly taking southern Albion and using it as a place to continually harass Bretonnian shores, which would be extremely limited by a shorter sail distance.
Basically, it might be slightly OP, but since I at least am just paying singleplayer with the map, I'd be a little sad if the distance were cut.
I haven't actually tested turning off special starts, but for now I've alleviated the issue by turning off the "Disable MA nations" submod that just shows the Warhammer factions, and plonked in 5 or 6 thematically appropriate base game nations, especially including the ones you have custom starts for.
Vesporium  [作者] 12 月 3 日 下午 4:07 
What Gake921 said about his game reminds me of a question about sailing. There is the following command for maps:

#saildist <1-10>
Sets the maximum sail distance in sea provinces. A commander with the sailing ability will be able to pass this many sea provinces. It default to 2, but if seas are very large or strategically important it might be good to reduce this to 1.


Given the scale and content of this series of maps (in the absence of the High Elves, at least), as well as the nations with starter positions, do you think it would be better if I reduced it to 1? Obviously, in that case, there would probably be a few adjustments to make, such as connecting Tobaro to the Tilean Sea.
Vesporium  [作者] 12 月 3 日 下午 4:02 
@Gake921: Regarding the start positions for nations, I'm not sure that what you want will work. RunsOnDiesel had a similar problem on another map I created. Even with the “Special start locations are disabled” setting, all mod nations appear in the spawn provinces of their respective IDs, which I also noticed on this map. Maybe this setting only redistributes the locations of vanilla nations?

That said, even if that weren't the case, as I mentioned to Povilus in this comment section, I set all the specific spawn provinces of each nation as starter positions (there is also one starter with no specific nation), but this time it's something that can be easily changed. For now, nations should not appear “roughly equidistant.”
I tried to make the map as balanced as possible and consistent with the lore and distances. Feel free to share any suggestions you may have on this subject, either here or in the discussion area for longer feedback or discussion.
Vesporium  [作者] 12 月 3 日 下午 4:00 
@Gake921: That's it, I've corrected the error you pointed out on province 470 on this map and its four submaps. I checked and it was the only error of this type that I found.
Vesporium  [作者] 12 月 2 日 下午 7:10 
[continuation of previous message]
However, I also intentionally set certain provinces as cave walls on this map (a few in World's Edge Mountains, 1 in Great Desert of Araby, 1 in Mountains of Mourn, 1 as Eastern Chaos Wastes). I could theoretically remove them, but in any case, I use the “cave wall” feature extensively to create my submaps. I'll have to see if the problem stems from the fact that it is tagged as a “cave wall” without also being a “cave”, or if it is due to its connection with habitable provinces. I have left this type of connection on my submaps because I thought it made the maps easier for players to edit and that it didn't pose a problem on randomly generated maps, where the cave plane is full of them so that the player can see the walls in the cave plane (although I haven't put any in the cave plane of these Warhammer maps ; in fact, I would eventually like to transform the image of the cave plane into the game's automatic D6M art).
Vesporium  [作者] 12 月 2 日 下午 7:10 
@Gake921: Hello Gake921,
Thank you very much for your comment, it raises an issue that I hadn't anticipated.
I just checked, and it turns out that I had mistakenly set the province in question, (470) Grovod Forest, as a “cave wall”. Since the error is on this map, all of its submaps are affected, and I will update them all tomorrow to fix this.
Gake921 12 月 2 日 下午 6:26 
I do love the map though, even if some start positions are really lonely or much easier/ harder than others (which isn't your fault given canon faction locations, and I could just turn off the preset starting positions so everyone starts randomly around, roughly equidistant from one another).
Gake921 12 月 2 日 下午 6:26 
There's a province immediate NE of Erengrad that's nameless, and has the biome of "Cave Wall (Uninhabitable)". I sailed my prophet with my biggest Norscan raiding force to capture it since it let me go there, and I wondered what would happen - what happened is that despite having connections to all the provinces nearby, I can't issue any commands to the commander other than defend or attack province, which doesn't actually do anything since it's uninhabitable. Having my somewhat large and important army get glitched and unable to do anything but leech my economy for the rest of eternity is kind of run-ending for me, at least morale-wise. I wasn't too far into the game anyways, so I don't mind restarting and avoiding the nameless glitchy province, but it was a bummer. I hope there's something that can be done about it, so I don't blunder into it again by accident.
Vesporium  [作者] 11 月 26 日 下午 12:41 
@POVILUS: I plan to add an additional submap, which would be intended to be played with the Asur/High Elves of Ulthuan, at a time when they controlled a significant portion of the Old World's coastline: a map that would focus on the period of the War of the Beard (and therefore when Nehekhara was a human and fertile civilization).
I mainly need the place names from that era (especially High Elves) to replace a large part of the provinces, and to repaint the graphics of a few areas that were very different at the time.