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-   -   Mod: Randomocalypse 0.3.6.1 - Pile of new features (http://forum.shrapnelgames.com/showthread.php?t=47908)

Korwin November 3rd, 2011 04:30 PM

Re: Randomocalypse 0.3.5.8 - Now with Customocalypse
 
Trying the customocalypse.bat out.
Got it to add special units, priests, troops, sacreds. But not mages?
Used this syntax: "set, primage, 1937, 0"
It did not work. I did not get an error, like with the termage (there I got, could not add secondary mage, without primary mage...)

elmokki November 4th, 2011 04:09 AM

Re: Randomocalypse 0.3.5.8 - Now with Customocalypse
 
Quote:

Originally Posted by Korwin (Post 787733)
Trying the customocalypse.bat out.
Got it to add special units, priests, troops, sacreds. But not mages?
Used this syntax: "set, primage, 1937, 0"
It did not work. I did not get an error, like with the termage (there I got, could not add secondary mage, without primary mage...)

Starets is defined only as cap only version, so you can't add it as non cap-only. There's no error message obviously, but that's the reason it happens.

Customocalypse magic site generation is broken in 0.3.5.8. It's fixed in whatever I got on my computer though. More than that I doubt I'll do since the current implementation is just far too cumbersome to use and I can't be arsed to make a graphical user interface.

elmokki November 4th, 2011 06:30 AM

Re: Randomocalypse 0.3.5.9 - Now with Customocalypse
 
0.3.5.9 released without any major additions.

Korwin November 4th, 2011 12:48 PM

Re: Randomocalypse 0.3.5.9 - Now with Customocalypse
 
Download link not working for me.

kianduatha November 4th, 2011 01:22 PM

Re: Randomocalypse 0.3.5.9 - Now with Customocalypse
 
Yeah he just forgot that he added an underscore. This should work http://nikita.tnnet.fi/~elmokki/rand...lypse_0359.zip

Korwin November 4th, 2011 01:26 PM

Re: Randomocalypse 0.3.5.9 - Now with Customocalypse
 
Quote:

Originally Posted by kianduatha
Yeah he just forgot that he added an underscore. This should work http://nikita.tnnet.fi/~elmokki/randomocal...alypse_0359.zip

Reposting correct link from other forum

elmokki November 6th, 2011 03:26 PM

Re: Randomocalypse 0.3.6.0 - Now with Customocalypse
 
Quote:

Originally Posted by kianduatha,Nov 5 2011, 03:13 AM
FYI, major bug in 0359...cap-only sacreds get the #homecom command instead of #homemon which makes them commanders instead! Oh noes!

Fixed in 0.3.6.0 now that I finally noticed this.

elmokki November 6th, 2011 03:38 PM

Re: Randomocalypse 0.3.6.0 - Now with Customocalypse
 
The following I think I'll add "soon". The generation of this stuff will be possible to turn off.

- Heroes/multiheroes. Just generating 3 or so per nation with some rules. This is when I or someone else bothers to make a hero unit list though. How this affects nation balance is a bit unclear, maybe it shouldn't if the heroes' magic diversity will be limited a bit.

- Ideal temperature. Gotta do some testing with temperatures, but in general some heat or some cold might be given to nations with enough stuff that gets benefits from one / penalties from the other. This might mean rebalancing of some things.

- Castle production bonus. Some super resource costly cap only sacreds might warrant this, but I don't know.

- Priests can reanimate infantry
- Priests with H3+ can reanimate longdead horsemen (MA Ermor)
- Priests can reanimate LA Pangaea style
- Priests can reanimate LA C'tis style

All of the above will drastically increase the power of priests in power calculation.

elmokki November 7th, 2011 05:22 PM

Re: Randomocalypse 0.3.6.1 - Pile of new features
 
0.3.6.1 released with blood sac, reanimation and idealcold.

elmokki November 16th, 2011 10:43 AM

Re: Randomocalypse 0.3.6.1 - Pile of new features
 
0.3.6.2 released with the very minor addition of ability to toggle using #com and #mon instead of #homecom and #homemon, ie allowing cap onlies to be recruited from conquered capitals.

This is adjustable from weight.txt


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