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Re: RanDom v2.03 - Map gen & Semirandomizer... Upd
On the other hand, maps generated with this would be very gratefully accepted for the server.
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Re: RanDom v2.03 - Map gen & Semirandomizer... Upd
Balbarian,
Now its says TABCTL32.OCX is missing. I am beginning to wonder how many of these *.ocx files my computer is missing. Hope I am not causing you too much bother and thanks for helping. Ilamabeast, You mean your thesis is not on Dominion 3? http://forum.shrapnelgames.com/images/smilies/happy.gif |
Re: RanDom v2.03 - Map gen & Semirandomizer... Upd
1 Attachment(s)
Good!
We are making progress. http://forum.shrapnelgames.com/images/smilies/happy.gif I will attach tabctl32.ocx to this post |
Re: RanDom v2.03 - Map gen & Semirandomizer... Upd
Don't endanger your PhD llamabeast. http://forum.shrapnelgames.com/images/smilies/happy.gif
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Re: RanDom v2.03 - Map gen & Semirandomizer... Upd
Ballbarian,
It works!! Many thanks. |
Re: RanDom v2.03 - Map gen & Semirandomizer... Upd
Great!
Don't forget to share any custom map settings (or any provinces and god files you might come up with in your travels) with us. http://forum.shrapnelgames.com/images/smilies/happy.gif |
Re: RanDom v2.03 - Map gen & Semirandomizer... Upd
1 Attachment(s)
Attached to this post are 9 new GAN province files in zip format submitted by <font color="green">Gandalf</font>. Some of them are his own inventions and others include contributions from <font color="green">CelestialGoblyn</font>, <font color="green">Stryke</font>, <font color="green">Taqwus</font>, <font color="green">Turin</font> and <font color="green">Cor</font>.
<font color="red">GandalfContributions2.zip</font> To apply: Paste the 9 ".gan" files into your SemiRandom/GAN_BIN directory and add the following lines to GanList.txt (located in your SemiRandom/LIST_CRATE directory): CelestialGoblyn1_U_R_OR_EMT_MNT_ CelestialGoblyn2_LK_U_R_OR_SEA_S_N_ Cor1_U_R_FST_L_ GAN11_U_A_OR_PLN_EMT_MNT_WST_SWP_FST_ GAN12_U_A_OR_PLN_EMT_MNT_WST_SWP_FST_ Stryke1_TMP_U_A_FST_N_ Taqwus1_CO_U_R_PLN_EMT_WST_SWP_FRM_ Turin1_U_A_FRM_N_ Turin2_U_A_N_ These are new and were not included in RanDom version 203. More great additions from the community for the community. Thanks! |
Re: RanDom v2.03
I've been trying to set up some custom AI gods on a scenario map with predefined starting positions for each nation (Dawn of Dominions). However, it seems impossible to just get the gods, without messing up the starts. Am I doing something wrong? With "Desired number of players"=12 and AI gods (land+sea)=11, I get 11 custom gods, but they have new, silly starting positions, while the human player gets to keep his start as given in the original map file. If I set "D.N.players"=0 there are no new starts, but also no custom gods, independent of AI gods settings.
So far the best solution has been to delete the undesired #specstart lines by hand (actually by sed), and its working well, but I was hoping for a better solution. Anyway, thanks for this wonderful tool. |
Re: RanDom v2.03 - Map gen & Semirandomizer... Updated
Pehmyt,
Sorry. Just saw your post and I have to leave 5 minutes ago. I will return late tonight and see if I can help you if someone hasn't beaten me to it. |
Re: RanDom v2.03
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(Thanks for the thanks!) |
Re: RanDom v2.03 - Map gen & Semirandomizer... Updated
Just some touch up to the main post. Added links to help those who run into the missing ocx error and some sample map images pulled in from some of the older posts.
(Pardon my mess. :) ) |
Re: RanDom v2 - Map gen & Semirandomizer... the se
Quote:
Code:
Lost in time... Edit: Okay, I've read some earlier posts in this thread about this problem, and Ballbarian recommends going to the AI tab and making sure you've got EA w/ Tir Na N'og turned off. I've been running Semirandom straight from the command line, but just in case I tried going to RanDom and doing this... no luck. But at least I'm pretty sure it's a problem with the allowed provinces. More when I find the problem. -Max |
Re: RanDom v2.03 - Map gen & Semirandomizer... Updated
Okay, I'm not sure exactly what was causing the problem (i.e. why the array indexing wasn't right) but I finally decided that the PRINT was simply a logging statement, so I REM'ed it out... and it seems to work. Now to experiment with the God editor and some scenarios. I'm glad that I'm finally getting around to this, I've been meaning to play with SemiRandom for ages.
Edit: nope, I guess I was just lucky. It didn't really work because semirandom.yab is the *source code* for the .exe, not something which is actively being used by the .exe. It turns out I just got lucky that time (I guess it happened to pick all valid nations that time I tried it). Back to work for me, trying to isolate the problem. |
Re: RanDom v2.03 - Map gen & Semirandomizer... Updated
Okay, I *think* the problem is that nation.cfg should have a "-" instead of "!" in front of Tir Na N'Og to mark it as off-limits. After making this change, SemiRandom appears to be working reliably, although I'm puzzled why it assigns several versions of the same God to a given nation (EA Arc) with different lands. However, that's probably valid and I just don't understand map files well enough to know that.
-Max |
Re: RanDom v2.03 - Map gen & Semirandomizer... Updated
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Okay, here's a version that should "just work" for anyone doing SingleAge games. It has a bunch of stuff from Ballbarian's first post all rolled into one (e.g. all of Foodstamp's GANs, Ballbarian's extra Gods) and the nation config file set for all nations in EA/MA. (LA is omitted because it has no God files yet.) Actually, let me rephrase that: pick your nation by editing nation.config to move the hyphen "-" onto your nation. Other than that it should just work.
-Max |
Re: RanDom v2.03 - Map gen & Semirandomizer... Updated
Sorry that I missed your posts this afternoon MaxWilson. I will review your problems tomorrow night. I am already running about 4 hours behind on sleep and I expect work to be rough in the morning.
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Re: RanDom v2.03 - Map gen & Semirandomizer... Updated
Sorry if this was answered somewhere in the thread and I missed it.. but I'm having the, 'component TABCTL32.OCX or one of its dependencies not correctly registered' error. I found the file in this thread but putting a copy in the dominions folder doesnt help nor does putting it in the system32 folder.
Where should I put this file to make it work? Or do I need to change some other setting somewhere? |
Re: RanDom v2.03 - Map gen & Semirandomizer... Updated
Coldshard,
See this post: http://forum.shrapnelgames.com/showp...&postcount=117 Just replace references to comdlg32.ocx with tabctl32.ocx. |
Re: RanDom v2.03 - Map gen & Semirandomizer... Updated
Quote:
- reserve for human ! disable this nation <null> enabled for AI The multiple placements of EA Arc is because that nation number is 0 and it is the first nation in the nation cfg list. Sounds like some of your settings might be off a tad. |
Re: RanDom v2.03 - Map gen & Semirandomizer... Updated
For some examples that might help clarify some things, I will post some of my own current settings.
Nation Configuration screen from within RanDom (So you can see graphically how SemiRandom sees the settings in the Nations.cfg file posted below.) http://forum.shrapnelgames.com/pictu...&pictureid=111 Nations.cfg (EA section only) Code:
===EARLY ERA=== Code:
C:\Games\dominions3\SemiRandom |
Re: RanDom v2.03 - Map gen & Semirandomizer... Updated
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Since I am running out of time again, I will go ahead and attach Stavis_L's wonderful contributions to this post. When time permits, I will either do a proper upload and announcement or post an updated "compilation" to simplify things for new users.
Edit: Attached to this post are 46 new GOD files & 38 new GAN province files in zip format submitted by <font color="green">Stavis_L</font>. This is a great addition to the library and the new god files are greatly appreciated! <font color="red">Stavis_L_GodsAndProvinces.zip</font> To apply: Paste the 38 ".god" files into your SemiRandom/GOD_BIN directory and add the following lines to GodList.txt (located in your SemiRandom/LIST_CRATE directory): STAVX1_64_A_LA_ STAVX2_70_A_LA_ STAVM1_58_A_LA_ STAVM10_62_A_LA_ STAVM11_51_A_LA_ STAVM12_53_A_LA_ STAVM13_54_A_LA_ STAVM14_61_A_LA_ STAVM15_67_A_LA_SEA_ STAVM16_56_A_LA_ STAVM17_55_A_LA_ STAVM18_52_A_LA_ STAVM19_70_A_LA_ STAVM2_57_A_LA_ STAVM20_71_A_LA_ STAVM21_65_A_LA_ STAVM3_49_A_LA_ STAVM4_66_A_LA_ STAVM5_64_A_LA_ STAVM6_59_A_LA_ STAVM7_60_A_LA_ STAVM8_50_A_LA_ STAVM9_63_A_LA_ STAVH1_66_A_LA_ STAVH10_49_A_LA_ STAVH11_53_A_LA_ STAVH12_54_A_LA_ STAVH13_59_A_LA_ STAVH14_61_A_LA_ STAVH15_55_A_LA_ STAVH16_58_A_LA_ STAVH17_57_A_LA_ STAVH18_67_A_LA_SEA_ STAVH19_60_A_LA_ STAVH2_71_A_LA_ STAVH20_62_A_LA_ STAVH21_63_A_LA_ STAVH22_64_A_LA_ STAVH23_65_A_LA_ STAVH3_70_A_LA_ STAVH4_52_A_LA_ STAVH5_52_A_LA_ STAVH6_51_A_LA_ STAVH7_51_A_LA_ STAVH8_56_A_LA_ STAVH9_50_A_LA_ Paste the 46 ".gan" files into your SemiRandom/GAN_BIN directory and add the following lines to GanList.txt (located in your SemiRandom/LIST_CRATE directory): STAV1_CLD_CO_U_R_WST_DS_ STAV10_HOT_IS_U_R_FST_ STAV11_TMP_VL_M_R_FST_S_ STAV12_M_R_WTR_N_.gan STAV13_TMP_M_R_PLN_EMT_ STAV14_U_A_ STAV15_TMP_U_R_FST_N_NS_ STAV16_U_R_WST_FS_ STAV17_U_R_WST_FS_ STAV18_TMP_VL_U_R_FST_ STAV19_U_R_OR_SWP_FST_ STAV2_HOT_U_R_SWP_S_WS_ STAV20_U_R_OR_PLN_FST_FRM_ STAV21_U_R_OR_PLN_FST_FRM_ STAV22_U_R_ STAV23_CO_U_R_ STAV24_M_R_DEP_ STAV25_CLD_IS_U_R_FST_FS_ STAV26_TMP_M_R_FST_ STAV27_M_R_FST_ STAV28_M_R_DEP_ STAV29_M_R_SEA_ STAV3_TMP_LO_U_R_FST_ STAV30_TMP_U_A_ STAV31_M_A_OR_PLN_EMT_MNT_SWP_FST_FRM_ STAV32_M_R_OR_PLN_EMT_MNT_SWP_FST_FRM_ STAV33_M_R_OR_PLN_EMT_MNT_FRM_ STAV34_CLD_M_R_OR_PLN_EMT_FST_FRM_ STAV35_TMP_M_R_OR_PLN_EMT_FST_FRM_ STAV36_HOT_M_R_OR_EMT_MNT_FST_ STAV37_CLD_M_R_OR_PLN_EMT_FST_FRM_ STAV38_HOT_M_R_OR_EMT_MNT_FST_ STAV4_CLD_U_R_SEA_ STAV5_U_R_EMT_SS_ STAV6_U_R_EMT_FST_ STAV7_CO_U_R_PLN_MST_ STAV8_HOT_U_R_EMT_WST_ STAV9_LK_U_R_WTR_ These are new and were not included in RanDom version 203. More great additions from the community for the community. Thanks! Edit: See the Gan & God Compilation for updated version with syntax fixes for some of the god files included in this archive. |
Re: RanDom v2.03 - Map gen & Semirandomizer... Updated
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Attached to this post are 37 new GAN province files in zip format submitted by <font color="green">Happyfungi</font>. From the land of Pax Ravana (where a breakaway faction of Ermor refuses to ackowledge the new god and worships a diffent god instead) to Bergrens Hollow, more variety and challenges await.
<font color="red">HapyfungiGANS.zip</font> To apply: Paste the 37 ".gan" files into your SemiRandom/GAN_BIN directory and add the following lines to GanList.txt (located in your SemiRandom/LIST_CRATE directory): Happyfungi1_TMP_U_R_OR_PLN_FST_FRM_N_ Happyfungi11_U_R_OR_SEA_DEP_S_N_L_ Happyfungi12_IS_U_R_OR_S_N_L_ Happyfungi2_TMP_U_R_OR_PLN_EMT_MNT_FST_N_L_ Happyfungi3_HOT_U_A_OR_PLN_EMT_MNT_WST_S_N_L_ Happyfungi4_CLD_U_A_OR_PLN_FRM_S_N_L_ Happyfungi5_U_R_OR_PLN_CAV_EMT_MNT_S_N_L_ Happyfungi6_HOT_CO_U_R_OR_PLN_WST_SWP_N_L_ Happyfungi7_U_A_OR_SEA_S_N_L_ Happyfungi8_U_A_OR_DEP_S_N_L_ Hapyfungi10_HOT_M_A_OR_SWP_FST_S_N_SS_NS_ Hapyfungi11_CLD_M_A_OR_PLN_EMT_MNT_S_ Hapyfungi12_HOT_M_A_OR_PLN_EMT_MNT_WST_SWP_FST_FRM _S_ Hapyfungi13_TMP_M_A_OR_PLN_FRM_S_ Hapyfungi14_TMP_M_A_OR_FST_S_ Hapyfungi15_TMP_M_A_OR_EMT_MNT_S_ Hapyfungi16_TMP_M_A_OR_WST_S_ Hapyfungi17_M_A_OR_SEA_DEP_CAV_WTR_S_N_L_ Hapyfungi21_M_A_DEP_N_ Hapyfungi28_M_U_SEA_N_ Hapyfungi29_CLD_M_A_OR_PLN_EMT_MNT_WST_SWP_FST_FRM _S_N_L_AS_WS_ Hapyfungi30_HOT_M_A_OR_PLN_EMT_MNT_WST_SWP_FST_FRM _S_N_L_FS_BS_ Hapyfungi31_TMP_U_A_OR_PLN_EMT_MNT_WST_SWP_FST_FRM _S_N_L_ Hapyfungi32_TMP_U_A_OR_PLN_EMT_MNT_WST_SWP_FST_FRM _S_N_L_ Hapyfungi33_HOT_U_R_OR_EMT_MNT_FST_L_ Hapyfungi34_TMP_U_A_OR_CAV_EMT_N_ES_S_ Hapyfungi35_HOT_CO_U_R_OR_EMT_FST_L_ Hapyfungi36_TMP_U_R_FRM_S_ Hapyfungi37_HOT_U_R_FRM_S_ Hapyfungi38_IS_U_R_FST_S_ Hapyfungi39_PN_U_R_PLN_S_ Hapyfungi40_VL_U_R_EMT_S_ Hapyfungi41_CO_U_R_PLN_S_ Hapyfungi42_CLD_U_R_OR_PLN_EMT_WST_SWP_FST_FRM_S_ Hapyfungi43_TMP_U_R_OR_PLN_EMT_WST_SWP_FST_FRM_S_ Hapyfungi44_HOT_U_R_OR_PLN_EMT_WST_SWP_FST_FRM_S_ Hapyfungi9_VL_U_R_OR_EMT_MNT_S_N_L_ These are new and were not included in RanDom version 203. More great additions from the community for the community. Thanks! |
Re: RanDom v2.03 - Map gen & Semirandomizer... Updated
I should try and figure out what our grand total is now,
and maybe chart out what we have to try and spot holes that could use some filling. (I SHOULD, and might, but I will mention it just in case someone else wants to take a stab at it also as a community service) :) |
Re: RanDom v2.03 - Map gen & Semirandomizer... Updated
Is there a help file or tutorial on using SemiRandom? I have never been able to get this to work for me. Usually throws exceptions on line 1695: 'Index 1 (=-1) out of range' if that is a help.
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Re: RanDom v2.03 - Map gen & Semirandomizer... Updated
There is a help file included with SemiRandom, but it is very out of date. Some new options exist in the configuration files that were not available when the docs were written. It might help you understand how the program works though. Some day I hope to be motivated enough to take a stab at either an extensive tutorial OR a complete rewrite with a simpler set of options, a cleaner UI and more extensive error checking. Neither sounds like much fun right now as my job has been more demanding as of late.
Here is kind of the stock request: It would be a great help if you could send me the file "TESTDUMP.txt" located in your SemiRandom directory to ballbarian-AT-gmail.com. This only records data from the last run of SemiRandom, so if you have run subsequent maps through it without an error, it won't do any good to send it. If I had to guess, I would say that your problem is likely tied to AI nation selection. Until recently, there had only been god files for EA, so check the "AI Gods" tab and confirm which Era is selected and hit the "Show Nation Configuration" button and make sure that any nations which have no god files are disabled or set to human. The following helped Stryke11 when he was having trouble: To let Dom3 handle start locations and AI gods: 1. Go to the 'Starts' tab 2. Uncheck 'Lock Player Counts to Nat Cfg' 3. Set 'Desired Num Players' to 0 (zero) To use the custom start placements without using the custom AI gods: 1. Go to the 'Starts' tab 2. Uncheck 'Lock Player Counts to Nat Cfg' 3. Set 'Desired Num Players' to your desired number of players. 4. Go to the 'AI Gods' tab 5. Set 'AI Land Players' & 'AI Sea Players' to 0 (zero) |
Re: RanDom v2.03 - Map gen & Semirandomizer... Updated
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Re: RanDom v2.03 - Map gen & Semirandomizer... Updated
I will put in this pitch.
I have never found documentation written by the developer to be great documentation. By the time a programmer gets a program working, they are already too deeply into it to start trying to think like a newbie. They take too much for granted, and spend too much time explaining deep subjects instead of the basic how-to Being deeply involved in the project from before its beginning Im not sure if I could write them either. (altho with my horrible lack of decent memory maybe I could do it like a newb) :) IMHO the best thing for the entire community is for someone who is tackling the program for the first time to take good notes. What questions came up, what answers they got, what steps were required. That would not only be helpful to Ballbarian in smoothing any bumps but to all of us. If you are at all interested in the SemiRandom map improver and you feel you take good notes then this would be a chance to offer something to the community. |
Re: RanDom v2.03 - Map gen & Semirandomizer... Updated
GP: Maybe I'll try this, because I redownloaded this either last night or this morning, and I'm struggling to work through it again.
At least I'm getting no outright errors now. |
Re: RanDom v2.03 - Map gen & Semirandomizer... Updated
Thanks for your response, I found your earlier post and when I selected one of the gods as 'human' it worked for me.
As I've recently struggled through using the generator, I would be happy to help write a tutorial for it as well. I think it is a great idea to get relative newbies to start writing a guide because there is nothing 'taken for granted'. |
Re: RanDom v2.03 - Map gen & Semirandomizer... Updated
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Attached is a draft version. A lot of holes but may help.
Inside the zip file is an HTML file. :) |
Re: RanDom v2.03 - Map gen & Semirandomizer... Updated
Thanks a ton das123! :up::cool::up:
I read through your guide and jotted some very rough notes & thoughts which I will share here: ************************************************** ************************************************** *********** section: Map details setup Might be nice to have a few notes on how I come up with appropriate dimensions versus province count. Now what did I do with that formula??? As a general rule, decide on how many provinces you would like and look for an existing map with a similar count and use it's dimensions as a general guide. Normal Mount check box - when unchecked mountains are impassable and can create choke points within a map. When checked, mountains are provinces themselves (like they were in DomPPP & Dom2). section: Borders Map Noise - Adds a speckling effect to the map lands. Increasing this slider increases the speckling. A little can add some texture, too much can get pretty ugly. I usually set this around 15 or less. section: General Tab Fiddle Prov% - note that can be set above 100%. The higher the setting, the more time SemiRandom is allowed to try to fill provinces. Fiddle XP - note: (to clarify) leave unchecked to keep from showing up in the Hall of Fame. section: Starts Tab Provinces Per Player - This one is a rather strange and hard to describe critter in how it relates to some of the other settings. Maybe the easiest way to describe it is the following: DEFAULT_PROVPERPLAYER=20 Priority is: 1. numPlayers 2. provPerPlayer (numPlayers=provCount/provPerPlayer) 3. DEFAULT_PROVPERPLAYER (numPlayers=provCount/20) So if numPlayers has a value other than -1, then this is the number of player starts that semiRandom will try to place. If numPlayers is set to -1, and provPerPlayer has a value other than -1, calculate the number of starts to attempt to place by dividing the total province count by the provPerPlayer value. Hmmm. Setting this to zero will surely crash the program. Damn sloppy programmer. :) If both numPlayers & provPerPlayer are set to -1, then just use the default value of 20 to calculate numPlayers based on the number of provinces on the map. Lock Player to Nat Cfg checkbox - When this box is 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 so you don't have to. 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. I highly recommend leaving this box checked. section: AI Gods Tab How can you tell which races have .god files? Ah, sorry. That is not as easy to check as I made it sound. Unless I have missed a recent patch added nation, all early & mid era nations should have a god (as long as the user has downloaded all of the available god files from the RanDom forum thread) and I believe that with the addition of Stavis_L's god files we have one for every late era nation as well. If you look in your GOD_BIN, you will see that the god file names contain the nation number and which era they belong to. So nation zero (0) is EA Arcoscephale. ************************************************** ************************************************** *********** I hope that helps to fill in some of the gray areas and thanks again for your wonderful contribution. :) Two penguins up for you! :penguin: :penguin: |
Re: RanDom v2.03 - Map gen & Semirandomizer... Updated
Thanks for the feedback. :)
I'm working my way through it. I've come up with a simple(ish) formula for map dimensions. Essentially if you allow each province a 120 x 120 pixel dimension, you simply multiply the number of provinces by 120 squared to get your total pixels. To make a square map you just take the square root of this total; or you can set an arbitary width - divide the total pixels by this amount to get the height. So the the formula is w x h = p x (120 x 120). With Fiddle Prov%, is it a logrithmic scale, linear scale, or some other formula. I'm wondering if 100 in the builder is really 50% or some other figure? I'll post next draft again soon. |
Re: RanDom v2.03 - Map gen & Semirandomizer... Updated
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Here's the next draft addressing the items raised...
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Re: RanDom v2.03 - Map gen & Semirandomizer... Updated
VERY nicely done das123, thanks!! I think I will finally have a go at using this now.
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Re: RanDom v2.03 - Map gen & Semirandomizer... Updated
Am I correct in understanding that in order to get all the data files, we should look through this thread to find all the available downloads?
Maybe we could compile them all into one single download? |
Re: RanDom v2.03 - Map gen & Semirandomizer... Updated
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Here is the relevant code: Code:
REM Set fiddleCount (how many provinces to modify)... |
Re: RanDom v2.03 - Map gen & Semirandomizer... Updated
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Re: RanDom v2.03 - Map gen & Semirandomizer... Updated
Ahhh, so the percentage is the number of times the program will randomly select provinces for changing. As the program can select the same province more than once, 100% is in reality closer to 50% of the provinces being affected. 200% would be statistically about 75% and so on. So it works logarithmically in effect. :)
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Re: RanDom v2.03 - Map gen & Semirandomizer... Updated
Is there any way you could create a province generator that would make wrap around maps? :9
Pretty plz? Jazzepi |
Re: RanDom v2.03 - Map gen & Semirandomizer... Updated
ParadoxHarbinger made one Jazzepi. The maps it makes are a bit garish, but I understand it works well. I suppose the solution would be some photoshopping (or GIMPing) after they're generated.
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Re: RanDom v2.03 - Map gen & Semirandomizer... Updated
PH's mapgen will accept color preferences so it doesnt need to be garish. The biggest problem I have with it is that he considers this to be an instruction on how to do something.
http://paradoxharbinger.wikidot.com/...140cef6b4a.png Ive been messing with it by randomly changing settings. Here is a batch of 300-400 prov maps http://www.dom3minions.com/RandomMaps/Mid_Wrapped/ Someone can grab one of those and use a paint program to fill the provs with something. You can even use the Dom3 sprites that Kristoffer gave us. HBs latest screen shots look great if he ever comes back to finish it. http://paradoxharbinger.wikidot.com/screenshots |
Re: RanDom v2.03 - Map gen & Semirandomizer... Updated
Okay, I'm getting an error when I try to run SemiRandom. Assuming this is a RTE in VB, I'm getting an Array out of Bounds error in line 1692 of main.
Can someone clear this up for me? Note: This happens in the 'adding stuff' stage. Also, does the latest version of RanDom (in post 1) have all of the .GAN and other files made so far? |
Re: RanDom v2.03 - Map gen & Semirandomizer... Updated
Quote:
It would be a great help if you could send me the file "TESTDUMP.txt" located in your SemiRandom directory to ballbarian-AT-gmail.com. This only records data from the last run of SemiRandom, so if you have run subsequent maps through it without an error, it won't do any good to send it. If I had to guess, I would say that your problem is likely tied to AI nation selection. Until recently, there had only been god files for EA, so check the "AI Gods" tab and confirm which Era is selected and hit the "Show Nation Configuration" button and make sure that any nations which have no god files are disabled or set to human. The following helped Stryke11 when he was having trouble: To let Dom3 handle start locations and AI gods: 1. Go to the 'Starts' tab 2. Uncheck 'Lock Player Counts to Nat Cfg' 3. Set 'Desired Num Players' to 0 (zero) To use the custom start placements without using the custom AI gods: 1. Go to the 'Starts' tab 2. Uncheck 'Lock Player Counts to Nat Cfg' 3. Set 'Desired Num Players' to your desired number of players. 4. Go to the 'AI Gods' tab 5. Set 'AI Land Players' & 'AI Sea Players' to 0 (zero) Quote:
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Re: RanDom v2.03 - Map gen & Semirandomizer... Updated
1 Attachment(s)
2/10/2009 GAN and GOD Compilation (UPDATED*) ************************************************** ********* Included in this zip are 78 god files, 168 gan province files, GANLIST.txt, GODLIST.txt, SemiRandom QUICKPATCH 1.07 and the latest available NationsCfg317. This compilation should include all of the available downloads including patches that were available in the RanDom v2.03 thread as of this writing. These files were not included in the RanDom_v203.zip INSTALLATION: This text assumes that you have a working version of RanDom v2.03 installed. SemiRandom QUICKPATCH 1.07: Upgrades SemiRandom v106 to v107. To apply: Replace SemiRandom.exe in your dominions3/SemiRandom folder with the one included in SemiRandom107patch.zip. Fixes: Start placement code will no longer ignore "nostart" flags in custom maps. NationsCfg317: Brings nation selections up to dominions version 3.17 To apply: Paste the Nations.cfg file into your dominions3\SemiRandom folder. This replaces the Nations.cfg that was included in RanDom v203. GAN PROVINCE FILES: To apply: Paste the 168 ".gan" files into your SemiRandom/GAN_BIN directory and copy/paste the contents of GANLIST.txt (included with this download) to the end of GanList.txt (located in your SemiRandom/LIST_CRATE directory). GOD FILES: To apply: Paste the 78 ".god" files into your SemiRandom/GOD_BIN directory and copy/paste the contents of GODLIST.txt (included with this download) to the end of GodList.txt (located in your SemiRandom/LIST_CRATE directory). Contributors include: Foodstamp, Gandalf, Jutetrea, quantum_mechani, CelestialGoblyn, Cor, Stryke, Taqwus, Turin, Stavis_L & Happyfungi Many thanks! - Ballbarian *UPDATED: Re-uploaded with syntax fixes to a few god files. 2/22/2009 |
Re: RanDom v2.03 - Map gen & Semirandomizer... Updated
Just found an error in the new GanList.txt file, Ballbarian. On line 12 there is a space in the name between FRM and _S_N_L...
JASON9_U_A_OR_PLN_SEA_DEP_EMT_MNT_WST_SWP_FST_FRM _S_N_L_ EDIT: Just found a few more. All the names longer than 50 characters have a space at the 50 character mark. Hapyfungi12_HOT_M_A_OR_PLN_EMT_MNT_WST_SWP_FST_FRM _S_ Hapyfungi29_CLD_M_A_OR_PLN_EMT_MNT_WST_SWP_FST_FRM _S_N_L_AS_WS_ Hapyfungi30_HOT_M_A_OR_PLN_EMT_MNT_WST_SWP_FST_FRM _S_N_L_FS_BS_ Hapyfungi31_TMP_U_A_OR_PLN_EMT_MNT_WST_SWP_FST_FRM _S_N_L_ Hapyfungi32_TMP_U_A_OR_PLN_EMT_MNT_WST_SWP_FST_FRM _S_N_L_ |
Re: RanDom v2.03 - Map gen & Semirandomizer... Updated
Thanks!
Fixed and replaced. :) I have used good ol' notepad for many years when dealing with quick, simple text files, but this was the last straw. Why in the world MS thought they had to fiddle with notepad (in Vista :doh:) I will never know, but they have broken it. I already used Vim for a lot of text editing, but it looks like it is time to switch over completely. /end rant. :p |
Re: RanDom v2.03 - Map gen & Semirandomizer... Updated
Im not sure about Vista but in XP I was very happy with some of the notepad improved versions out there. They seemed to think like me. Keep the good things about it but add a few niceties. Like Note Tab, NotePad++, NotePad Plus, etc.
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Re: RanDom v2.03 - Map gen & Semirandomizer... Updated
Update:
Added a link to das123's RanDom Help Guide which is now viewable online at: http://www.dom3minions.com/~semirand...p_Draft02.html Thanks again das123! |
Re: RanDom v2.03 - Map gen & Semirandomizer... Updated
Update:
Re-uploaded the GAN and GOD Compilation with syntax fixes to a few god files. For simplicity's sake, I will not be updating the Stavis_L gods & provinces upload. Sorry for the inconvenience, but I don't want to try to maintain too many archives. All that needs to be replaced is the Stavis_L god files. No changes to god lists are necessary, just copy and replace the god files themselves and you are all set. Edit: After uploading, found an error in the GanList that was included in the compilation. I have corrected it and replaced the original. It is a simple ".gan" that was left in the list on one of Stavis_L's provinces. If you do not want to download the whole compilation for this minor fix, just search your GanList.txt (with a 'find' command or equivalent) for ".gan". If found, remove the ".gan" part. |
Re: RanDom v2.03 - Map gen & Semirandomizer... Updated
I've never been smart enough to get this to work properly =o
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