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Re: Randomocalypse 0.3.5.4
Thanks a lot for clarifying, I appreciate it.
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Re: Randomocalypse 0.3.5.4
Released 0.3.5.5 with a pile of tweaks.
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Re: Randomocalypse 0.3.5.5
Can I request a possibility to add modded units without editing existing out for the next release? This feature could make some fun combinations.
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Re: Randomocalypse 0.3.5.5
Actually it seems you can't add any units to the .csv if they have id over 2107 anyway at the moment :D
I won't promise I'll do it for the next version, but I'm fairly sure I'll make the code better at some point. |
Re: Randomocalypse 0.3.5.5
Okay, I'll be following this project and wait :)
Even without this addition this program is excellent. |
Re: Randomocalypse 0.3.5.5
I just added the functionality to read units with id over 2106. Not sure how well it works in total but at least with one single CBM-only unit that was already on the lists but not in .csv (there are a couple of those in total) it works perfectly.
Also 0.3.5.6 source code (beware, it's messy) included. |
Re: Randomocalypse 0.3.5.6 - 0.3.5.6 source included.
Wow, that was fast, thanks :)
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Re: Randomocalypse 0.3.5.7 - Now with Customocalypse
Added an another requested feature, this time coding it took a while. -Customocalypse command line argument opens Customocalypse mode with which you can design a custom nation using Randomocalypse rules.
It's open to horrible exploits and minmaxing, it's probably buggy and it's definitely awkward. If you still are interested, see readme.txt for help. |
Re: Randomocalypse 0.3.5.8 - Now with Customocalypse
Was wondering about national specials, like
Miasma Dominion of MA C'ties Able to buy underwater PD, Forts, special units (like LA Atlantis and Jomon?) EA and MA Pangea Pan freespawn Etc. Would it be possible to include this (or is it there and I missed it)...? |
Re: Randomocalypse 0.3.5.8 - Now with Customocalypse
Quote:
Possible to add but not used currently: - Lab cost reduction / increase - Temple cost reduction / increase - Different temple pics (I guess I'll add this change randomly on next version since it has no effect on gameplay) - Different forts for different nations (currently there is one equal set for all nations) - Heroes/multiheroes (need to get a list of existing ones and this'll be easy, though I'm not sure how they should be valued since they really situationally range from crap to superb) - Underwater nation (I'm fairly sure I'll never add this) - Underwater units from UW forts (I suppose this could be factored in somehow for nations with more than 1 UW unit, but it isn't very important) - Underwater forts - Blood sacrifices - Inability to preach (Mitclan thing) - Dyingdom (temples have no effect on dominion spread, Mitclan again) - Death doesn't affect supply (Abysia thing) - Ideal temperature - Castle production bonus (MA Ulm has 25, meaning +25% resources from forts) - Deadly dominion (I'm very sure this isn't worth adding in any form) - Unrest dominion (I'm fairly sure this isn't worth adding in any form) - Automatic undead (LA Ermor, yeah, well...) - Priests can reanimate infantry - Priests with H3+ can reanimate longdead horsemen (MA Ermor) - Priests with H4+ can reanimate undead lictors (LA Ermor) - Priests can reanimate LA Pangaea style - Priests can reanimate LA C'tis style I don't know if UW PD can be added atleast for non-UW nations. I guess it can. Now, the thing here is that as cool as these things are, Randomocalypse can't really generate consistently balanced enough nations even right now and the only way I'll add something like this to the mix is someone inventing plausible enough sounding balancing formulas for that stuff. Some of these things would be relatively easy to balance in though. |
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