Dominions 6

Dominions 6

Huge Classical Ancient Mediterranean
32 kommentarer
Vesporium  [ophavsmand] 10. okt. kl. 10:53 
@RunsOnDiesel: Here, on Steam. I placed my maps in collections for being more practical to found all them.
RunsOnDiesel 9. okt. kl. 15:16 
You mean the collection of "vesporium's ancient historical maps" like in the files or here on steam?
Vesporium  [ophavsmand] 9. okt. kl. 7:42 
@RunsOnDiesel: If possible, I will write a guide on Steam for explaining how edit Dom6 maps in general, and maps I publish in particular.
For now you can read some informations in the collection "Vesporium's Ancient Historical Maps",
and more in the 3 last paragraphs of the part titled "Publish new versions for certain settings, in particular to disable placed thrones & How to edit maps yourself" of the 2nd message of the feedback present as discussion of the workshop article of this map HCAM.
RunsOnDiesel 9. okt. kl. 7:28 
Is there a way I can delete the start locations for warhammer 3 nations for this Map? that will basically allow the game to place their start locations, spaced out, and randomized, which is fine for me. I tried editing with notepad++ and I think the files are compressed and I cant edit anything. I eagerly await your warhammer map that you are working on! :)
RunsOnDiesel 6. okt. kl. 23:33 
@Vesporium I noticed some of all that, so I tried different settings, but it crashed even with special start locations disabled. If you have specific high end questions, Lucid's server on discord is pretty abuzz with the great minds regarding modding. I will try to ask them whether custom and/or vanilla nation special start locations gets redistributed.
Vesporium  [ophavsmand] 5. okt. kl. 8:53 
@Vesporium: @RunsOnDiesel: My bad, these list was not complete. I should add :
MA Slaanesh = 169 = MA Niblungheim (Sturm) --> Germanic
MA Strigos = 175
So, the same ID conflict exists between Zharr-Nagrund (164) and Slaanesh (169).

I've just tested, and I also have the same error messages, even with the setting "Special start locations are disabled", where all these modnations also spawns in the province of their ID, so unlikely what I've said. I don't understand why this happens, because it's contrary of the principle of the setting "Special start locations are disabled". Maybe this setting only redistributes locations of vanilla nations ?
Vesporium  [ophavsmand] 5. okt. kl. 6:41 
(5/5) If it is not the only mod activated. Sombre Warhammer has many incompatibilities with other mods, as it is a large modpack with many added elements. In some cases, it replaces certain units/sites/items/etc. from one modnation with those from one or more others activated later in the mod list (which can be seen when choosing the contender just before the start of the game, if it is a nation played by a human). in other cases it affects the possibility of a modnation being played (for example, if all possible contenders for a modnation are affected).
Vesporium  [ophavsmand] 5. okt. kl. 6:41 
(4/5) However, certain other settings that you select can also cause the map to crash :

If, when you start the game, you leave the assigned locations enabled, and if so, if you leave certain nation locations marked as “random”. Certain nations, even vanilla ones, have the same starter, but I believe this only applies to EA nations (Kailasa and Lanka / Vanheim and Helheim). There are few cases, but the probability of having one is higher if there are many random nations. If we include mod nations, there are many more, and in fact it is not limited to the mod nations marked in the description, as several mod nations from different modders share the same ID (as is the case with Athel Loren and Ulthuan).
Vesporium  [ophavsmand] 5. okt. kl. 6:39 
(3/4) If you only play with Sombre Warhammer nations, I recommend disabling the assigned locations of the starters, which should solve the problem. Here we can see that Athel Loren (player ID=151) and Ulthuan (player ID=152) share the same location, which is what caused the crash.
Furthermore, the nations do not match up at all. If you want certain nations from Sombre Warhammer to appear in a specific location on the map, you will need to edit the map's .MAP file. I discussed this with Powerfinder in the discussion about his feedback on this map, and I will try to create a guide on Steam on how to do this.

If you're interested, I'm about to finish my own Warhammer Fantasy map (similar in size to HCAM), on which the starters will be adapted primarily and almost exclusively to the nations of Sombre Warhammer.
Vesporium  [ophavsmand] 5. okt. kl. 6:38 
(2/4) MA Athel Loren = 151 = MA Loringia (Sturm) --> Belgian
MA Ulthuan = 152 = LA Loringia (Sturm) --> Belgian
MA Nehekhara = 153
MA Vampiria = 154
MA Beastlands = 155 = MA Hagia (Sturm) --> Roman
MA Bretonnia = 156 = EA Xsaca (Sturm) --> Persian
MA Tilea = 157 = LA Qadesh (Sturm) --> Carthaginian
MA Skavenblight = 158 = EA Paionia (Sturm) --> Thracian
MA Karaz-a-Karak = 159 = MA Hleysey (Sturm) (future UW)
MA Black Crag = 160 = MA Abdera (Sturm) --> on numidian coast
MA Bone Nose Tribe = 161 = LA Hagia (Sturm) --> Byzantian
MA Norsca = 162
MA Goldtooth Tribe = 163 = MA Al Mada'In (Sturm) --> Arab
MA Zharr-Nagrund = 164 = EA Raetovari (Sturm) --> Germanic
MA Altdorf = 165 = MA Melangell (Sturm) --> Welsh
MA Nuln = 166
MA Middenheim = 167 = EA Shinar (Sturm) --> Babylonian
MA Itza = 168
MA Slaanesh = 169
MA Khorne = 170
MA Kislev = 171
MA Nagashizzar = 172
MA Nurgle = 173 = LA La Mancha (Speleothing) = LA Tayberon (Wild West) --> Spanish
MA Tzeentch = 174
MA Naggarond = 178
Vesporium  [ophavsmand] 5. okt. kl. 6:34 
@RunsOnDiesel: (1/4) I already saw two questions that could explain where the problem comes from, but with the error message you got, there is no longer any doubt.

This map (nor any of its three submaps) contains any starter nations assigned according to the Sombre Warhammer modnations, however, without modifying the file or the mod, certain Sombre Warhammer nations will always appear in the same location when they have the same ID as one of the modnations I have placed. I have noted the list of IDs concerned if needed. Here are those including the Sombre Warhammer nations, with the assigned starter :
RunsOnDiesel 5. okt. kl. 5:25 
Error says "NAgot gick fel" bc p152 shares capital with p151 (c2) new game created
RunsOnDiesel 5. okt. kl. 5:11 
I tried playing this with Sombre's warhammer mod and it immediately crashed when formulating. Does it need updating?
Vesporium  [ophavsmand] 28. aug. kl. 10:17 
@simkins Thank you for your interest and your kind request. I have replied to you in private messages. It's okay, based on how you told you will present your version of the map on the Steam Workshop and description.
simkins 26. aug. kl. 23:36 
Thank you for your work, Vesporium! I have been tinkering with the map and a dominions campaign mod I'm creating. Would you mind if I distributed a modified version of your map, citing and linking to this version when and if I publish it anywhere? I'm not just using the map as-is because I'm combining some nations across eras and presetting start points a little differently to create a disciples game with themed teams.
Vesporium  [ophavsmand] 26. juli kl. 17:56 
@powerfinder About these mountain connections with passes that don't visually create mountains (which happens when you put mountain connections, but don't put the “mountain” tag on the provinces concerned), in fact I'd like to make some connections longer for moving units (but without being blocked when it's cold), notably for the connections you mentioned.

Furthermore, I'd like to create connections that still require swimming even when the provinces on both sides are “cold” for islands near the coast (be it winter, or the dominions of local nations), but we hadn't found a solution to do this.
powerfinder 26. juli kl. 15:32 
Minor problem: the connections Meroe (29) - Adulis (26) and Alodia (24) - Adulis (26) are mountain passes, despite all three provinces not being mountainous. The connection Siculic Sea (240) - Carthaginian Sea (247) is also a mountain pass for some reason.
Moon Horse 10. apr. kl. 10:19 
Great idea in theory, but having to manually set 30 nations to avoid crashes due to shared positions is really rough.
Vesporium  [ophavsmand] 4. jan. kl. 7:24 
(2/2) Concerning Kailasa and Lanka, I've put only in one and same area :
- because in MA and LA there is only one nation,
- because of where put the eastern boundary, here it's make sense for non-indians explorations and deplacements, to try to recreate persian and macedonian empires,
- and because for entirely India (and so larger UW indian ocean) there's absolutely not enough nations, even with present modnations.

What's more, having alternatives nations for a same area opens up the possibility of choice and a different gaming experience (and it's always possible to select disable starter nations).
What do you think ?
Vesporium  [ophavsmand] 4. jan. kl. 7:20 
(1/2) Hello marauderB,
I've just add two sentences to explain this. I'm not sure to understand your suggestion.
I know and understand this difficulty and problems for players who want choose to put random nations. I think it's not possible to write in file code which nations must mutually exclude if one choose "random nation" in game parameters.

For each nation, I must choose between assign a starter, or not. I've put a starter when I think one would prefer to play (or have) this nation at a good emplacement, or relatively pertinent or near.

I also try to have at least one vanilla nation for each region for players who have any modnations. All nordic nations, and Machaka, which are outside the boundaries of the map but not very far, are in this case. If I didn't do that, they'd appear anywhere. I've also add some "good start" feature in some provinces for no-assign modnation and vanilla nation (such as Mictlan, Yomi, Shinuyama, Jomon and Nazca).
Vesporium  [ophavsmand] 4. jan. kl. 6:15 
(2/2) I'm well aware that in this version, Pyrene, Abysia, Agartha (and EA Xibalba as long as I don't have an Ancient Mauretanian/Numidian/Berber/Amazight nation) are at a disadvantage due to the lack of cave terrain.

What I can do is give the option of choosing to add a game-generated cave dimension, and indicate on the map "gateways" to game-generated caves in places where I was already planning to put connections to one of the dimensions that may be related (but the locations won't be complete just yet).

However, I haven't yet tested whether it works. So I don't know if the game would then put gateways exactly where I indicate to put them, if it will add some (as it does for terrains if there are too many plains, which isn't the case here, but I'll add many terrains lacked on this map), or if it's just the priority locations and that according to the type of caves choosen by the player, some will be don't put.
Vesporium  [ophavsmand] 4. jan. kl. 6:14 
(1/2) Hello King Jerkera,
I plan to add up to 6 additional extra planes, and maybe a 7th in the version with north-west extend (each will of course be much smaller than the main plane), for caverns and mythological dimensions, some of which will be composed of cave terrains, and perhaps (if possible and if it's pertinent/interessant/useful) some will have special terrains. But that won't be for a long time, probably several months.
The idea was to put in this mod both versions, on one side with the other dimensions, and on other side the present version with only the "historical" terrestrial "human" dimension.
marauderB 4. jan. kl. 4:15 
Thanks for the update re thrones - that helps!

Re starting nations, I suggest updating instructions to make it clear you have to choose 1 and only 1 nation for each region as that is not currently obvious.
(If I was doing it I would also give each start position a number, and then list the exclusive options for each.)

Also, starting a new game requiring opening multiple windows to carefully select from an extended list of specific nations is a bit of a pain.

Good luck - hope you are enjoying it!
King Jerkera 3. jan. kl. 23:11 
Will there be an underground added to this map? Or does that not fit in the vision of map? Or could it be a random experience as a way to mix up the possibilities of the map?
Vesporium  [ophavsmand] 3. jan. kl. 17:25 
(2/2) For EA MA LA Vanheim Midgard and Helheim nations, I put them starting location the nearest of their more accurately location (I'll put them in Denmark when I'll create a version with north-west extend), and also near the Belgian Gaul starting location, because the "canonical" nation for here, for each era, is modnation instead of vanilla nation. Do you prefer if these vanilla nations have neighbour starting point instead of the same starting point ? So with this solution, if you create a random game, you can immediately verify if there are neighbour nations or not. What do you think ?
Vesporium  [ophavsmand] 3. jan. kl. 17:25 
(1/2) Concerning nations' starting locations, I write in description all nations who spawns for a same area, and the many have the same starting location. I propose this list of nations for a more balanced game. For EA vanilla nations, indeed Vanheim and Helheim on one hand, and Kailasa and Lanka on other hand, are concerned. The idea is the player could choose if he/she wants Kailasa or Lanka for the indian nation.
Vesporium  [ophavsmand] 3. jan. kl. 17:24 
Hello marauderB,
I've just add a lign with number of pre-existing thrones and their ascent points, and I'll updated these lign when I'll add other thrones. I also reserve several thrones for other planes, for the version with additional planes.
marauderB 3. jan. kl. 10:59 
FYI: On game start (EA) keep getting game crash because of players getting same starting location (ex. p21 and p20)
Using around 25 random nations
(Also got with p34 and p33 - so retried with fewer)
marauderB 3. jan. kl. 10:24 
Hi thanks for making and sharing this.

- Please update in mod description recommended number of victory points based upon pre-existing thrones
- (More later)
Vesporium  [ophavsmand] 31. dec. 2024 kl. 17:28 
I myself place the locations of each throne on this map as sites, which means that if you want to avoid duplicates, you should set “0 thrones” (thrones placed as sites always appear). However, independent defender units have not yet been made, so thrones are not yet especially harder to guard than any other independent province.
Vesporium  [ophavsmand] 31. dec. 2024 kl. 17:25 
Currently there is an error with two egyptian and nilean provinces : 67 and 73 provinces, "Waset (Thebes)" and "Abydos & Thinis" are partially inverted
Vesporium  [ophavsmand] 31. dec. 2024 kl. 17:14 
Hello everyone,
I'd like to present my first Dom 6 map. The map is currenly "work in progress" but is already playable. In this comment area, you can give me their advices, ideas and suggestions concerning this map, for example concerning the capital/spawnpoint that a particular nation or modnation should have, whether I should modify this or that feature of this or that province or connexion, or to give feedback from a game you've played on this map.