Dominus Maps

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Atreides
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Dominus Maps

Post by Atreides »

Pretty nice. Quite large. One thing that causes problems is the number of players which is more than 9. Run out of colours. Program gives all players 10 and up Teal hehe. My advice is to manually change them but exclude your own colour for greater clarity. Of course as luck would have it I ended up with 2 Orange Dwarf factions as neighbours, 2 Red Undead also (now my neighbours which is how I realized to in future exclude own colour <grin>) But it all runs well enough. Shuffle also ought to be off since all players start with greatly different # of villages, players 1-3 get less on map 1.1. Other maps not yet tried.
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Atreides
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Joined: March 30th, 2019, 10:38 pm
Location: A Nude Land

Re: Dominus Maps

Post by Atreides »

More bug reports on the maps: Fog of war is turned on in map settings but when you leave use map settings on it buggily gives no fog of war. A hack though is just turn off use map settings and you get the intended settings. Still, very fine maps, tried 1, 2.2, 4 and 6. N.B. maps are not even close to balanced, these are for playing vs computer, no good for multiplayer I suppose.
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Atreides
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Re: Dominus Maps

Post by Atreides »

I just learned that one can edit the team-colors.cfg file in data/core/ to enable more than 9 colours! There are about 15 predefined colours and if you move the unused ones to the end (behind teal that is to say) all maps/scenarios will still use the same 9 colours we are used to but on these Dominus maps with up to 45 players it gives you some extra colours to help out. To enable the unused colours one only has to add the line default=yes to those colours missing it. Another benefit is that you can now change to any of these pretty colours even if you are only using 9 or less players as is usual.

Myself I have trouble with seeing the black ellipses (old eyes) so I put black to the end and put gold in as one of the first 9. Black still gonna get used on Dominus maps alas but standard maps will be easier for me now. From the thread I was reading it seems that gold was yellow and was unwisely removed in an ancient version of wesnoth.

P.S. This only worked with 1.14! My 1.12 file has no default=yes lines so I don't know how (since it has the same 15 colours) it tells which to use... :( Anyone who knows how I can hack my 1.12 colours?
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Atreides
Posts: 347
Joined: March 30th, 2019, 10:38 pm
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Re: Dominus Maps

Post by Atreides »

Wow, an update to these classic maps. Now maps 11 and 12 are added. (Wonder what happened to 9 and 10, probably same as what befell 3 hehehe)

Still have to re-edit them to add fog=yes (for playability - you really don't want to see all the fighting on such a giant map - it runs slowly enough as is)
Also it is worth noting that Dom 6 & 7 (I think, I've forgotten) are missing a music playlist which you can add yourself. 11/12 are also bereft of sweet tunes so needed a retrofitting as well.

All these maps work with the civil war mod except for Dom 2 and 12. Useful here also is to rename the designated Rebel team with that moniker for improved clarity. It's always the last side listed.

11 and 12 have some new and interesting custom ai sides. I've modified the ai only sides with disallow_shuffle=yes as that seems likely to be needed. (in an old post I said shuffle was a bad idea, I've long abandoned that and have shuffle played these maps just fine)

I've discovered that 12 has a serious problem. The tunnels are messed up, mainly due to a , being a . in one case. A few others are a few hexes off of where they "should" be also. The . though causes a huge long line of tunnel to appear from the top to the bottom of the map.
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