Setting up Palantir mapper for WotR scenario. This requires adding enemy hidden pop centers and moving a capital. Anyone know how to make a pop hidden or how to make a pop the new enemy capital?
Any help appreciated.
Setting up Palantir mapper for WotR scenario. This requires adding enemy hidden pop centers and moving a capital. Anyone know how to make a pop hidden or how to make a pop the new enemy capital?
Any help appreciated.
Currently, I believe there’s only a duct-tape solution: add Notes.
In the meantime, be aware that manual additions aren’t fully updated from later maps & scrys. Names aren’t updated for manually inserted pc’s, for instance, and notes about armies don’t follow them as they move.
Much of this is slated for improvement in later updates; several people have already requested the ability to move a capital on the map.
When a new pop is the capital, the cute little flags appear on it. But, the old capital, say, Dol Guldur, now a Noldo Major Town (just an example, any similarity to some random game 66 purely unintentional), still has the flags on it.
When a new pop is the capital, the cute little flags appear on it. But, the old capital, say, Dol Guldur, now a Noldo Major Town (just an example, any similarity to some random game 66 purely unintentional), still has the flags on it.
** This should change with the next turn. If not it’s being sorted.
Clint
Yeah…we found that you couldn’t relocate a fallen capital either. Say you burned the Woodmen capital and have a ‘feeling’ where it could be. You couldn’t move it. Can’t remove the flags either
They recamped the old capital so now it shows as a camp with the flags heh.
The thing that I keep doing each turn is re-adding all our towers in the NW that the pop centers were destroyed on.
If you have a starting pop center that was fortified and they destroyed the pop center, Palantir doesn’t keep the fortification for some reason. This might be because Palantir wasn’t available for the turns the pop centers were destroyed. But every new turn XML’s we import it removes the towers I add
If you have a starting pop center that was fortified and they destroyed the pop center, Palantir doesn’t keep the fortification for some reason. This might be because Palantir wasn’t available for the turns the pop centers were destroyed. But every new turn XML’s we import it removes the towers I add
Could be a mid-game thing. That should be sorted.
Clint
So, the answer is… No.
Let’s say there is a hidden pop on our maps, like Sinda on the DrgLd map… If I import the DrgLord xml, is it going to remove those hidden, Sinda pops I just added (and added a comment that they are hidden?
Again, this is likely specific to WotR, but others may have experience with the Mantle. Are the hidden pops removed?
Also, my xml shows my pops were improved as per the WotR setup. Palantir didn’t pick up the pop change. Additions, yes. Changes, no.
For turn 0 it won’t pick up the changes for your pcs. For enemy pcs it won’t do it - you’ll have to edit that by hand.
Hidden PCs - not sure - this is the 1st game like this with Palantir so it will be experimental and I can’t give you a definitive answer as I don’t know yet. Keep me appraised and if there are any issues then I can look to get them sorted.
Anyone else got experience of hiding PCs with the Mantle and how Palantir handles it?
Clint
Clint, we’ve hidden a pc in a game as the Free, and it shows properly on our map with the “H” symbol.
But manually-added pc’s still aren’t updated properly when later scouted (size is updated, but name is not). It’s frustrating to check each pc manually – can this be corrected?
Also curious why starting ruins don’t have names…
As mentioned many times - if you’ll be courteous to sign your posts then I’ll be courteous to answer most queries.
Thanks
Clint
Sorry, wasn’t trying to be secretive. Another board I’m on actually bans members from using any “signature” - including your name.
Here’s my response and question again.
Cheers,
Dan
109913
Originally posted by nanook
[b]Clint, we’ve hidden a pc in a game as the Free, and it shows properly on our map with the “H” symbol.But manually-added pc’s still aren’t updated properly when later scouted (size is updated, but name is not). It’s frustrating to check each pc manually – can this be corrected? [/b]
But manually-added pc’s still aren’t updated properly when later scouted (size is updated, but name is not). It’s frustrating to check each pc manually – can this be corrected?
It’s something we’ll look into. The programmer’s taking a well deserved break from Palantir but we’ll get that sort of stuff altered as time allows.
Clint
Originally posted by Clint
It’s something we’ll look into. The programmer’s taking a well deserved break from Palantir but we’ll get that sort of stuff altered as time allows.
No kidding! Thanks, Clint. (Thanks, Mark!)
Cheers,
Dan
Hi,
Love the new Palantir program, but have a question. It appears that troop information is correctly obtained from a recon, but not from a scry. Has anyone else seen this, and is there a work around? I notice that the XML files are in plain text, can they be edited to put in the information? In other posts,when people refer to a “manual” fix, are they talking about adding things to the notes field or to the XML files?
thanks,
Correct - there’ll be updates that bring in information from other sources. You can use the Note (Right Click on the hex) to add manually what you want.
I would not play with the XML - it’s very likely that the XML won’t work then…
Clint
Thanks Clint.
I know this was along time ago… But I’ll now answer my own question than Clint didn’t know the answer to.
We’re playing WotR, and many Sinda pops have been Hidden in the setup. I added the pops, but it won’t let me make them hidden. When I import the DrgLrd map, it sees the hexes as empty and POOF, all gone. This has to be done with notes.
I’ve also not been able to find a way to move the Rhun capital.