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Re: Randomocalypse 0.3.2 - NOW FOR LINUX/MAC! (in theory)
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I had confirmation of 0.3.2 working on a linux box apart from the \-directory markers messing things up and requiring some linux magic I have no clue about. 0.3.3 changes all directory markers to / so it should work on Linux/MacOs right away provided all files are there and JRE is new enough. Also it obviously should work on Windows. |
Re: Randomocalypse 0.3.5.2 - Nation randomizer for all platforms
Elmokki, thanks for running tests and even more for rewriting the application. Just want to say that the Java version not only runs, but runs faster than the original C version.
Do you think this is ready for a test game? I think I've got a fun idea. I'll act as admin and generate three nation choices for each player. This will avoid players running the application again and again until they get the "perfect" nation but also provide some choice so they aren't stuck with a combination that they really don't like. |
Re: Randomocalypse 0.3.5.2 - Nation randomizer for all platforms
Oh, it's more than ready for games. Several of us played/are still playing a blitz with it--it's super fun!
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Re: Randomocalypse 0.3.5.2 - Nation randomizer for all platforms
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Re: Randomocalypse 0.3.5.2 - Nation randomizer for all platforms
There was some rewriting from since the C# version which might account for increased performance, but all in all most of it probably has something to do with general changes. Tweaking settings shifts the time taken before a suitable nation is found pretty considerably.
And yes, while it might be ready for multiplayer per se, providing a pile of choices for players is recommended since the balance algorithm isn't really very precise. EDIT: Next few days or today will get some major tweaks btw. I'm gonna remove the rule that nations with B2 or higher primary or secondary mage automatically get a blood hunter. That's really not needed. I'm also gonna make a better sacred-troop balance system that takes into account the fact that when you have a superb recruit everywhere sacred your troops matter a whole lot less. Also mage algorithm needs tweaking. |
Re: Randomocalypse 0.3.5.2 - Nation randomizer for all platforms
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I generated 15 test nations with 3.5.4 and everything looked fine except for one odd result where Crones of Avalon (monster #153) were set as a troop. |
Re: Randomocalypse 0.3.5.2 - Nation randomizer for all platforms
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Regarding Crones of Avalon as recruitable, there's a typo in lightinf.txt 153 2.4 0 1.3 should be 1532 2.4 0 1.3 It's supposed Satyr Warrior for EA Pangaea. There was a similiar bug with Hierodule (a C'tis priest) generating as a heavy infantry before. I'm not gonna release a separate patch for just this though. |
Re: Randomocalypse 0.3.5.4
Ok, that's easy enough. I'll edit my lightinf.txt before generating the nations (and in future I'll remember to check the configuration files).
In any case, it sounds to me like this version is a good candidate for use in my test game. Thanks! |
Re: Randomocalypse 0.3.5.4
That's the program I've been waiting for so long. Thanks a lot for this wonder. Now I need only one thing: how can I add my own units from mods? Should I just enter stats in .csv file, or should I put them in unitlists? What do numbers in unitlists files mean, and do I need to put custom pretenders in goddefinition.txt?
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# Alae Legionaire 663 3.2 0 1.3 Unit ID: 663 Power: 3.2 (should be 1-5) Cap only: no (0 for no, 1 for yes) Militia modifier: 1.3 (30% more units for PD/Start army if this unit is chosen) You can however just write 663 3.2 0 which resets militia modifier to 1 (same as 663 3.2 0 1) or you can just write 663 3.2 which resets militia modifier to 1 and cap only to 0 (same as 663 3.2 0 1). Adding it to the .csv is a good idea but not absolutely required for non-mages. However if you don't add the info some things will be minorly screwed up since the mod won't know if your unit is suitable for stealth leading or if your unit should only be given to nations with stealthy leaders etc. EDIT: Actually as of right now you should replace some existing unit from .csv when adding since it reads only the lines currently there. There are tons of units the mod doesn't use though, like anything with gcost 0. The stats the program reads from .csv are (might forget something): ID, name, weapon names, leadership, undead leadership, magical leadership, magic paths (including holy), amphibian, flying, stealthy, magic being, undead and demon. goddefinition.txt is read to the mod as it is, so any line you add there will be in the mod as an exact copy. Currently you cannot add more pretenders without removing any due to the hard coded limit of 69 different pretenders. If you however want to add a new one just remove one of the gods in the .txt and replace it with your definition. It can be copied from the mod (without #restrictedgod command probably) or you can just #newmonster and #copyspr and #copystats like goddefinition.txt does for the vanilla pretenders. |
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