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Re: SemiRandom version 095
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Re: SemiRandom version 095
It's in the early stages still, but here are a couple of examples to give a visual of the start distribution.
This one is a 103 province map with 6 players and a 4 province minimum distance buffer. http://www.dom3minions.com/~semirand...rked_small.jpg This one is a 145 province tower style map with 9 players and a 4 province minimum distance buffer. http://www.dom3minions.com/~semirand..._marked_sm.jpg Both maps were processed using the current default SemiRandom settings of 15 provinces per player & minimum neighbor count of 4 land for land starts, or 4 water for water starts. Until this weekend, I had been too busy to work on it more than 30 minutes here and 30 minutes there. Very hard to stay focused that way. http://forum.shrapnelgames.com/image...ies/stupid.gif |
Re: SemiRandom version 095
It looks good. Excellent coding.
Personally Im going to want more of a spread than that. Will it evenly distribute on larger maps? |
Re: SemiRandom version 095
You will be able to increase the spread by specifying a smaller number of players. It seems to distribute well on your MegaMap, but I am not happy with the water start consistency. That is being corrected now. I am also working on a little fidgeter to make the start placements less "optimized" and more random on multiple generations of the same map.
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Re: SemiRandom version 095
It has been hard finding time for coding, but finally have enough working to sit back for a little while and enjoy a test game. Decided to use the Eventide random map that is being used in a multiplayer game. They have 18 players in that game, 16 being land and 2 being water. With the settings that I used, my distribution was a bit looser, so I ended up with 11 land & 2 water starts. Trying out a SC Gorgon with one of my favorite nations... Pangaea.
So pardon my laziness for a little while. http://forum.shrapnelgames.com/image...ies/tongue.gif I intend to look more at some method for supporting "kingdoms" or thematic province clusters. The base is there, but I haven't decided quite how I want to approach the format via the GAN files. Then there are those pesky multi provinces for varied terrains. http://forum.shrapnelgames.com/images/smilies/happy.gif |
Re: SemiRandom version 095
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I had already something like that planned for my own map randomizer, and I could indeed make it so it send new submitted province both to you and me, with appropriate formatting. (for myself I plan tu use XML, but if you want something already in your specific format, just send me the specs by e-mail and I will do it) (I had also started working on a function to select starting province like you do, bu stopped working on it to focus on the editor) You can contact me to the following e-mail address : dominions _at_ realites.org |
Re: SemiRandom version 095
Thanks Jack. I will try to put something together tonight and send it to you. The specs are basically just normal map commands, but the wild card is the random stuff that can be added (and the file naming for terrain matching).
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Re: SemiRandom version 095
Yes, I have been thinking of a way to add you semi-random commands feature to my editor, and I think I found a way to use a similar system in XML.
It will take some work to code it, but it should be useful. This is an exemple of a province in XML form : (it's the central province from the map "fourmaggedon") Quote:
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Re: SemiRandom version 095
Looks good!
If you have already downloaded SR, then you already have this, but I will paste the relevant details copied from the included readme below: <font class="small">Code:</font><hr /><pre> How to author GAN scripts (province files): =========================================== It is assumed that you are familiar with map commands and map editing. The format is pretty simple for editing GAN scripts and there are just a few rules & suggested steps: 1. Look at existing GANs as a guide. 2. You do not need to add #nostart. This is added automatically. 3. You do not need to add #setland or #land. This is handled in the filename. (see below) GAN FILENAME FLAGS: ------------------- <Climates> _HOT_ Hot Zone (southern map) _CLD_ Cold Zone (northern map) _TMP_ Temperate Zone (mid map) <Patterns> _IS_ ISLAND _LK_ LAKE _VC_ VOLCANO _PN_ PENN _VL_ VALLEY _CO_ COAST _LO_ LOST <Treatment> _R_ REPLACE - (#land) Set active prov & kill everyone in it. Used to REPLACE randomly placed units. _A_ ADD - (#setland) Set active prov. Units added to existing. _M_ MULTIPLE - More than one of a single province gan may be added to the map file. _U_ UNIQUE - Once a single instance of the province gan is "picked", it can not be picked again. <Terrain> _S/L/N_ Small/Large/Normal _PLN_ Plains _SEA_ Sea _WTR_ Some water _MNT_ Mountain _SWP_ Swamp _WST_ Waste _FST_ Forest _FRM_ Farm _MST_ Many Sites _DEP_ Deep _CAV_ Cave _FS_ Fire Site _AS_ Air Site _WS_ Water Site _ES_ Earth Site _SS_ Astral Site _DS_ Death Site _NS_ Nature Site _BS_ Blood Site _PS_ Priest Site _EMT_ Edge Mountain SPECIAL GAN COMMANDS: --------------------- @<value> <command> ->select a random line from the following <value> lines to follow this <command>. Example #1: @3 commander "Minotaur Lord" 240 -- Priest -- no commander Result= "#commander 240 -- Priest" <- 1 in 3 chance to be printed in map file. Example #2: @1 landname "Icky Swamp" Result= "#landname <province#> "Icky Swamp" <- 100% chance to be printed in map file. Example #3: @2 #mag_astral 1 #mag_fire 1 Result= "#mag_fire 1" <- 1 in 2 chance to be printed. Note the space following "2 ". Example #4: @2 units 10 17 -- Archer -- no Archer Result= "-- no Archer" <- 1 in 2 chance to be printed. ie 50% chance of these units. @RANDOM <command> <name or item list> ->select a random name or item to follow <command>. Example #1: @RANDOM landname FOREST Result= "#landname <prov#> "Simple Woods"" <- Rnd name from DATA1 + rnd name from DATA2. OR Result= "#landname <prov#> "Ohmyg Forest"" <- Generated name + rnd name from DATA2. Example #2: @RANDOM comname COMMANDER Result= "#comname "Kullray"" <- Generated name. Example #3: @RANDOM comname COMMANDER @RANDOM additem HELMET @RANDOM additem 1HANDWEAPON @RANDOM additem SHIELD @RANDOM additem ARMORHVY @RANDOM additem BOOTS @RANDOM additem MISCITEM Result= <- Random item from the named item list. #additem "Starshine Skullcap" #additem "Jade Knife" #additem "Weightless Tower Shield" #additem "Silver Hauberk" #additem "Boots of Stone" #additem "Bracers of Protection" (NOTE: I recommend only 1 or 2 MISC items as duplicates are possible!) </pre><hr /> In a nutshell there are the flags used in the filename for pattern/terrain matching and flags for add/replace and multi/unique. Plus the following two structures: @<value> <command> @RANDOM <command> <name or item list> A list of the current name & item lists can be pulled from "\LIST_CRATE\NameList.txt". The user should probably be given the option to select from the list or to enter a custom selection to allow for future additions or their own creations. Oops, I was going to email this to you, but eh. I am a walking zombie tonight. http://forum.shrapnelgames.com/image...ies/tongue.gif http://forum.shrapnelgames.com/images/smilies/yawn.gif |
Re: SemiRandom version 095
Thanks, I should have all needed informations there.
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