Dominions 6

Dominions 6

Grandelocus
正在显示第 1 - 2 项,共 2 项条目
更新于:8 月 12 日 下午 8:31

Minor update: Fixed the random array of Extra Cold provinces in the top left and bottom right behind the mountain ranges. Not enough consistency to figure out why they were like that in each given map region, so the entire map is now standard temperature ranges outside of random magic site modifiers.

Additionally fixed a river crossing I missed in the first upload.

Self Note: Separate version where the underground section is moved to the actual Underground map layer? Might be a ton of work to do that format conversion. Contemplate.

更新于:8 月 8 日 下午 9:56

Standard conversion pass. Mountain fixes, spawnsite and terrain checks, etc.

MODIFICATIONS:
Large map rivers are now connected as waterways for greater consistency. Note: This may make Swimming/Amphibious/Cold nations much more dangerous.

Dense mountain ranges have been connected as Impassable terrain. This should still keep flying units from going over them too easily, thus keeping them as tactical map chokepoints, but I THINK this will allow you to cast ritual spells across them properly. Will require testing. If it doesn't work, I can try alternative connection types.

Underground Cave network now has 8 spawn locations opened up. These are all placed close to the underground mountains that provide access to and from the Surface layer of the map, but no underground nation starts with one in their cap circle. This should prevent someone from losing their capital simply because a man jauntily fell down the stairs.

Due to capcircle consistency, one of the underground mountains does NOT have a nearby cave nation spawn, because they would have had less space than the other options. But one of the mountains has two nearby instead. This will result in knife fights over who gets the basement door, but they otherwise have comparable expansion space available separate from that.