RanDom and Semi-Random should be looked at as two seperate entities. RanDom simply generates random maps using the Dominions 3 random map generator, while Semi-Random populates the map that has been generated with a variety of monsters, mages, and troops. It is also capable of building the starting players and assigning 'smart' gods to the AI players. So to generate a map using both RanDom and Semi-Random is actually a multi-step process - but it is relatively easy.
The basic steps are:
1. Generate a random map.
2. Semi-Randomise the map.
3. Replace the random map in the 'maps' directory with the new Semi-Random map.
Simply unzip the contents into your Dominions3 directory (usually C:\Program Files\Dominions3 on Windows).
This will place the main RanDom.exe in the root Dominions3 directory and will also create a directory structure for Semi-Random.
Run the RanDom.exe file that is located in the root Dominions3 directory.
Basically, the screen is divided into 3 distinct areas.
The left hand side is devoted to RanDom and provides the settings for generation of the random map.
The top-right hand side with the tabs is for the Semi-Random settings.
The bottom-right is for executing the commands.
The random map is generated through the Dominions3 random map generator using the settings you select.
Write a Map Name in the yellow dialog. This will be the name of your .map files in both the 'maps' and 'SemiRandom' directories (Semi Random will append a '_SR' to its name).
Select the Width and Height pixel dimensions. This is used to draw the map graphic.
Province Count is the number of provinces in your map.
TIP: Here's a simple formula for working out pixel dimensions:
Assume each province wants 120 x 120 pixels. Multiply the number of provinces by 1202 which will give you your total pixels. Take the square root of the total for a square map, or divide the total by an arbitary amount to get different dimensions. For example, if you wanted a 4 province wide tower map you would dive the total by the width of 480 (4 x 120) to get your height dimension. Round numbers down to the nearest 100.
The Normal Mount checkbox when left unchecked, mountains are impassable and can create choke points within a map. When checked, mountains are provinces themselves.
Anti Aliasing checkbox will help smooth the pixel boundaries between different textures.
Use the various terrain sliders to add weight to the various terrains within the map.
The slider controls for the colour represent Red, Green, Blue (RGB) and Alpha. Mix the first three to select the base colour you want. Use Alpha only if you want to see the wood-grain background through the map elements.
The Map Noise slider is used to create grain within the province backgrounds. Too much and the map can start to look fairly ugly.
Border Width is the percentage thickness of the borders. Standard default thickness is 100.
You can load pre-set terrain configurations (.stg files) from within the 'RanDomSettings' directory. If you build a config you particularly like, you can save this into the same directory and load it in the future.
Once you have selected your desired settings, click 'Execute' to build the random map. This will open Dominions3 and construct it using the in-build random map generator. When it is finished, you will have new map files in the 'maps' directory. If you wish, you can play these straight away as a normal random map without any limitations or enhancements.
Now that you have built a random map, you can add content to it using Semi-Random.
The 'Fiddle Prov%' dialog represents the chance applied to each province to over-ride the default Independent armies. Numbers over 100% are allowable and will push the probability higher. This doesn't guarantee that all provinces will contain new Independents because it may not find matching configuration files for that specific location type. These configurations are the .gan files that are stored inside '\SemiRandom\GAN_BIN\' directory.
Fiddle XP checkbox left unchecked will keep these new powerful Independents from showing up in the Hall of Fame.
Show Need checkbox will list the provinces that couldn't find a relevant .gan file to use (and so use the default Independents).
The sliders are RGB and Alpha settings for the text colour of the map.
These can be used to set the percentage of hot and cold provinces and can create more realistic climate bands through the map.
This tab is used to setup the various starting parameters for the players (human and AI) that will play the map.
Desired Num Players is the total number of human and AI players you want on the map.
Provinces Per Player are essentially the allowance of provinces for each player in the map. -1 is to use the default settings within Dominions.
This is fairly complex and works directly with Desired Num Players. If Desired Num Players contains anything other the default (-1), it will over-ride whatever is placed in Provinces per Player.
If Desired Num Players contains the default -1, the Provinces per Player will be used to calculate the number of players in the game. Players = Total provinces / Provinces per player.
If both Desired Num Players and Provinces per Player contain the default (-1), the program will base the number of player in the map using the Dominions default of 20 provinces per player.
Please note: Setting Provinces per Player to 0 will create a divide by zero error and crash the program.
Min Neighbor Count is the minimum number of neighboring provinces the player allocated starting provinces can have.
Max Sea Start is the number of sea-based races that can be played in your map.
Enforced Spacing is the minimum number of provinces allowed between players.
The Lock Player to Nat Cfg checkbox locks the players to the national configuarion settings specified in the AI GODS tab. It is highly recommended to have this checked.
When checked, changes to a nations sliders (in the nation configuration screen) will adjust the Desired Num Players count. Setting a nation to HUMAN or AI will increase the number of players and changing a nation to DISABLED will reduce this value automatically. If you enable a sea nation (like R'lyeh) it will also increment Max Sea Starts for you or decrease it if you disable a sea nation. And finally, it will automatically adjust "AI Land Players" & "AI Sea Players" for you as you make changes to the sliders.
This tab dictates whether the map should use the default Gods that come with Dominions, or if it should use tweaked Gods that the Dominions community has built. These are stored in the '.god' files inside the '\SemiRandom\GOD_BIN\' directory.
It is easiest to start in the middle of this dialog with the ERA and DIFFICULTY radio groups. Simply select the era and difficulty you wish to play on your map.
Now, at the top of the tab is number of active personalised Land and Sea AI's for your settings.
Click on the 'Show National Configuration' button and the left side of the screen will show sliders for setting your starting player preferences. You will need to select your starting race by shifting the slider to the left. The label next to it should now say 'HUMAN'. Not all races will have corresponding .god files so these will need to be disabled (moved to the right). If a corresponding .god file exists for that race it can be set to AI by moving the slider to the middle position.
At time of writing, if you have downloaded all the extra GOD files listed in the RanDom post, you should have a .god for each race in each era.
Now that you have the settings in place, click the 'Semi Randomize' button. A DOS Command window will appear and give feedback on the process. If you have no errors, proceed to the next step.
You will now have a [MapName]_SR.map file in your SemiRandom directory. Simply move this across into your 'maps' directory. There should also be a [MapName].map file in the 'maps' directory from when you first created the random map. You can either leave this here or delete it. If you leave it in the directory you will find two maps of the same name when you start a new game. Select the second map to choose the semi-randomized version.
Enjoy!
RanDom and SemiRandom are developed by Ballbarian.