Dominions 6

Dominions 6

Criptfeind 15 Apr, 2024 @ 11:04pm
PSA: Half the maps on the workshop are bugged.
(Maybe should have gone into the maps section, but frankly I think the community needs to be more aware of this issue so hoping it has higher visibility here.)

There's a pervasive bug with dominions 5 maps ported to dominions 6. The way that Dominions 6 handled adding glamour to the terrain masks has made it so that in dominions 5 any province that was once a mountain is now a more holy sites province. When people are porting over dominions maps they often realize the lack of mountain provinces and add more of them and highlands, but nowhere in the map editing UI does it say that a province is tagged to weigh towards certain sites and thus all too easily people simply add mountains back on top of holy site provinces, leaving you with a buggy map where many provinces spawn tons of holy sites to the exclusion of other sites.

I checked 24 maps on the workshop, and 13 of them suffered from this issue. Including many of the most popular maps from previous dominions games.

Peliwyr
Forgotten realms underdark
Valanis
Floatingarchipelagowraparound
Floatingarchiplagonowrap
Silentseasdom6
soaptasm
Biddyn
Edowyn
Snerdyn
TWW_Dominions_1_2
Talisdom6
Soapindor

Are all bugged in this way.

Jbrereton wrote a script that can turn a dominions 5 map into a unbugged dominions 6 map, and posted it here:
https://steamhost.cn/steamcommunity_com/app/2511500/discussions/2/4290313152630014854/

This is also why when you port a map the starts and throne site markers are all borked up by the way, although that's an obvious and easy fix in the editor.

(I love you illwinter but this wasn't the way to add another terrain mask >.>)
Last edited by Criptfeind; 15 Apr, 2024 @ 11:10pm
Originally posted by onemip:
The old terrain mask does not cause "weight" for holy sites, it places a "known sacred site" in the province. Afaik this will always be the monastery of light, since it is the only random holy site that is lvl 0 (always visible). The map editor does display this.
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Criptfeind 15 Apr, 2024 @ 11:34pm 
For anyone who's not looked into the mechanics of map making/map porting who noticed this topic and is interested a bit more in why this happens but don't have a understanding of what terrain masks are: Terrain masks are a number associated to a province in the map file that determines what the terrain in the province is. Each province feature (mountains, fresh water, swamps, hotter, colder, weighing towards certain sites, start locations, throne sites, everything) has a number associated with it and all numbers from all its features are added together, the numbers are staggered in such a way that every combination has a unique resulting total, and thus the game can read this terrain number and figure out everything about the province from it. Previously weighing towards holy sites was 2097152 and mountains was 4194304, but when glamour sites were added, holy sites were made 4194304 and mountains pushed down to 8388608. The issue is when you take a terrain marked 4194304 and add mountains back in in the terrain editor, it doesn't change the terrain mask from 4194304 to 8388608, it adds them together to 12582912, thus somewhat "baking in" holy sites, they can only be removed by hand, going in and manually changing terrain masks... which is super difficult. Jbreretons script does it automatically though.
Last edited by Criptfeind; 15 Apr, 2024 @ 11:35pm
The author of this thread has indicated that this post answers the original topic.
onemip 16 Apr, 2024 @ 2:03am 
The old terrain mask does not cause "weight" for holy sites, it places a "known sacred site" in the province. Afaik this will always be the monastery of light, since it is the only random holy site that is lvl 0 (always visible). The map editor does display this.
Criptfeind 16 Apr, 2024 @ 5:32am 
You are correct, huh. I suppose the manual is wrong? Because it says that this isn't in the map editor and that it weighs sites, not places a known site. (I suppose it only says that it can't be ADDED in the editor, not that you can't see it in it)

Still, half the maps on the steam workshop have this issue. Despite it apparently being much more easily corrected.
Last edited by Criptfeind; 16 Apr, 2024 @ 5:35am
The Liability 16 Apr, 2024 @ 11:47am 
So if you just ignore the sites there's no issue?
Criptfeind 16 Apr, 2024 @ 12:28pm 
I do not know the full effect of the forced holy site, given that the manual seems to explicitly says it does something that it doesn't. If it's only a forced site, you can somewhat ignore it, although of course you'll have them everywhere, reducing unrest and having easy access to out of fort priests for whatever that does for your game (could be not much, could be something if you have nations that can benefit from either of these features.)
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Date Posted: 15 Apr, 2024 @ 11:04pm
Posts: 5