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-   -   Mod: UnitGen - Random nations with procedural sprites! (http://forum.shrapnelgames.com/showthread.php?t=48341)

elmokki February 7th, 2012 07:03 PM

The other forum has the same thread but I figured I should probably post this here too:

http://koti.kapsi.fi/elmokki/dom3/unitgen/mahamia.png

Mahamia is a nation which's army relies on a fairly unflexible infantry and skirmish tactics along with support from boar riding cavalry. The infantry is armed with bucklers and short swords or falchions, and the lightest infantry variant also carries a harpoon. The pinnacle of this infantry lineup is the Mahamian elite guard - moderately armed soldiers with exceptional skills. Cavalry support for the main army comes in two ways. The Mahamian light cavalry does not carry a lance, but instead fights with a sword and a harpoon. The Mahamian lancers are more heavily armored and carries a lance along with a falchion. Mahamians do not use bows, as they find a crushing charge more effective.

The Corrupted Keepers of Mahamia are mages skilled in blood magic, but they also dabble in air and nature magics and also have divine authority. All mages of their order are sacred. The religious authority in Mahamia is held by Mahamian bishops alongside the Corrupted Keepers.

Mahamia was generated randomly, this description, sadly, not yet though. I'm going to work on those soonish.

...yeah, so, I suppose some of you know what UnitGen is. It began as a software that makes random units out of unit parts - generally fairly decent looking sprites all in all. Natural next step has been nation generation. After surprisingly many manhours and a few months UnitGen is now essentially feature complete. It doesn't mean there won't be tweaks and major code and content additions, it just means it generates very playable nations comparable (apart from descriptions at the moment) to the base Dominions 3 nations.

Features!
- All graphics used are generated from parts and colored to be as unique as possible!
- 7 races and more coming: humans, black humans, hoburgs, caelians, lizards, tengus and abysians
- Complete rosters of chariots, infantry, archers, crossbowmen and/or cavalry of various types
- Sacreds ranging from slightly buffed light cavalry to heavy infantry with flaming spears and harpoons with ability to turn into fire elementals upon death.
- Very varying setups of mages. A nation may have 3 to 7 or so mages which are quite logically structured to seem like mages of one nation and may or may not have awesome special abilities ranging from fairly standard stuff like forge bonuses or glamour to stuff like being able to turn into a devil.
- Nations themselves may get features like cheaper buildings, blood sacrifice, abnormal temperature settings or reanimation.
- Along with the base set of pretenders every nation in the game has available, 5-10 extra pretenders are generated with random picks heavily weighed on the magic paths your nation has.
- Works on Windows, MacOs and Linux... with luck it might work even on something stranger.

You can get test builds I occasionally bother to release from http://koti.kapsi.fi/~elmokki/dom3/unitgen/dev/. The naming is formatted unitgen_dd_mm_yy.zip.


You can also find some level of documentation for editing the files at http://koti.kapsi.fi/~elmokki/dom3/unitgen/how_to_make_content.txt (included in 18.7 and newer releases too) but I recommend #dominions at irc.gamesurge.net since it isn't too throughout.

elmokki February 7th, 2012 08:18 PM

Re: UnitGen - Random nations with procedural sprites!
 
Most of the work today was towards unit generation and as such isn't easily showable, but I did also finally make nation naming files race specific and made a flag generator. Currently flags are totally random, but in the future I plan to make them somewhat dependant on nation specifics.

http://nikita.tnnet.fi/~elmokki/unit...tgen_flags.png

elmokki February 8th, 2012 10:14 AM

Re: UnitGen - Random nations with procedural sprites!
 
http://nikita.tnnet.fi/~elmokki/unitgen/blueguard.png

New mount sprite since I was bored but couldn't be arsed to code!

elmokki February 8th, 2012 10:55 AM

Re: UnitGen - Random nations with procedural sprites!
 
8th of Feb version up.

Changes from last version:
- Race specific nation naming
- Rewritten unit naming to make somewhat more sense (still needs minor tweaking on cavalry though)
- Improved flag generation
- Offhand weapons and bonus weapons should generate correctly
- "Attack sprites" - not really, but a placeholder that should be fine for now.

elmokki February 9th, 2012 05:19 PM

Re: UnitGen - Random nations with procedural sprites!
 
http://nikita.tnnet.fi/~elmokki/unitgen/maag.png
Army of a nation called Maag

elmokki February 13th, 2012 06:43 AM

The new version contains a sprite generator with a basic GUI: http://nikita.tnnet.fi/~elmokki/unitgen/de...gen_13_2_12.zip contains spritegen.jar in addition to unitgen.jar. It does not take into account item dependencies and probably never will. So basically if you set a cloak front you have to set the back manually and if you set full plate as armor you have to set suitable pants too. Also in some cases mounted pose graphics will be misaligned until you select a mount - this just is how the program works. Mounted poses are always supposed to have a mount anyway.

Making this was probably a good idea. With an easy way to see how a sprite looks some people might get interested in implementing new races or items. Also if someone wants, renaming all those items with numbers as their name would be nice. Also I found out a syntax error in armor files thanks to this! Making a flag generator might be something I'll do at some point. It'll be a lot quicker to do since that part is a lot simpler.

Unitgen itself has some changes too, but nothing major. I've been too hooked on Crusader Kings 2 to bother programming much.

http://nikita.tnnet.fi/~elmokki/unitgen/spritegen.png
Here's a screenshot.

elmokki February 13th, 2012 07:09 AM

Re: UnitGen - Random nations with procedural sprites!
 
Bigger sprites caused problems, fixed this and reuploaded. It caused a minor UI change too.

EDIT: Thanks to retarded 30min post edit limit I'll have to clarify on this post what the lack of dependency handling causes with mounted units in some cases:

Quote:

The most visible thing with this is some mounts and weapons on them. Overlays are supposed to make some weapons and things seem like they are behind the mount and now they aren't selected automatically. So basically if your mounted unit looks problematic you can probably get it look better by selecting the correct overlay (and absolutely terrible with wrong overlay).
Especially the spider and the pegasus mounts need their overlay.

legowarrior February 13th, 2012 11:49 AM

Re: UnitGen - Random nations with procedural sprites!
 
This is cool

elmokki February 19th, 2012 05:23 AM

Re: UnitGen - Random nations with procedural sprites!
 
After a couple of days of doing nothing for UnitGen I've:

- Refined cavalry generation somewhat. You can now specify precise maximum and minimum armor (chest armor right now) for a mount type. This was done since the generic "light", "heavy", "medium" tags were a bit lacking. Some units just need a custom range of possible riders.

- Added nation tag system. Each nation gets a couple of tags - maximum of 3, but usually 0 or 1. These tags are stuff that range from very influencing to very minor. Currently I've added a preliminary list of some tags and they'll include stuff like increased chance of stealthy units, increased chance of dualwielding, nation wide +1 mr, nation wide +1 str, nation wide light cold resistance, nation wide light fire resistance, advanced, primitive, increased chance of cavalry. Tags have opposite tags that can't be chosen together with them.

Currently only two things work regarding these though. Dual wield chance may drastically increase with suitable tags or slightly decrease if you have advanced. Dual wield generation mechanics are going to change sooner or later which'll make the effect of this more major. Tags also affect item selection when items have tags defined for them - currently that's just primitive and advanced.

The effect of this item selection is currently that suitable items for your tags (ie primitive items for primitive nations or advanced ones for advanced nations) get a double chance of being selected for a nation and the opposite items (ie advanced items for primitive nations) for your nation get a fourth of the base chance.

elmokki February 19th, 2012 04:37 PM

Re: UnitGen - Random nations with procedural sprites!
 
Today I "fixed" nation naming, ie made four consonants in a row and three same letters in a row impossible.

I also worked on militia/start unit selection, which is working fairly well right now, but we'll see how much work it'll need once I get to trimming nation rosters to manageable sizes, which'll be soon.

And of course as always tweaked item data. Also added Chakrams (actually got a graphic) and Sticks and stones (no graphic)

There's a 19th of February version up. I know the bonus weapons give names to units far too often and that crossbows/shortbows/chakrams as seocndary weapons should be rarer. This'll get fixed eventually.

elmokki February 19th, 2012 06:38 PM

Re: UnitGen - Random nations with procedural sprites!
 
kianduatha gave an awesome idea for naming units. Now apart from some very long nation names instead of "heavy archer", "javelineer", "spearman", "infantry", "lancer" you get stuff like (nation names bolded):

Haakagian Archer
Uzumish Chariot
Vaainine Heavy Infantry
Tenchiide Lancer
Zasisic Crossbowman
Gomirian Falchioneer
Zekkan Axe Thrower
Gomnagomish Heavy Serpent Cavalry

In the future I might make just the elites get this kind of naming. We'll see.

elmokki February 22nd, 2012 08:53 PM

Re: UnitGen - Random nations with procedural sprites!
 
23th of Feb version up.

I worked quite a bit on filters that go through units and give them stuff if they fulfill the requirements. Currently there's nothing very noticeable with this since filters are handling just bonus weapon and dual wielding generation, but those two have both changed.

Dual wielding can now convert any unit to a dualwielder instead of turning shields to onehanded weapons. This makes the 5% dual wield chance higher in effect and I'll have to consider lowering it if it generates dual wielders for nations without primitive / dualwielding / berserking tags too often.

Bonus ranged weapon generation algorithm has been changed. Nations posses a bonus weapon affinity now, which is from 0 to 1. Currently it's given completely randomly, but I'm fairly sure I'll make some tags affect this as well as possibly giving extra affinity to such bonus ranged weapons that suit the national tags. Bonus weapon affinity determines two things. How heavy units can get bonus weapons and what weapon-shield configurations can get them. Currently with an affinity of 1 you'll probably see tons of bonus weapons, but the heaviest possible units still won't get them. Also some bonus weapons (chakrams and sticks & stones) have additional limitations and standards ignore the affinity completely, but have a limit in generateability. This feature is something that will recieve tweaks at some point since it still is far from perfect.

I've also worked on trimming nation unit rosters since obviously every human nation won't have 4 ranged, 1 chariot, 4-9 infantry and 2-4 horsemen. Currently nations get 8 to 13 units if I recall correctly. This'll get heavy tweaks - currently it's a very rough algorithm, but in general generates fairly good lineups.

Elitefying some units is pretty much an obvious next step since that is heavily tied with filters. That does need a bit of extra work compared to just adding filters though.

shatner February 23rd, 2012 12:29 AM

Re: UnitGen - Random nations with procedural sprites!
 
Those are some really cool developments elmokki. This creation of yours is getting pretty snazzy and I, along with many others, I'm sure, look forward to its continued refinement.

elmokki February 24th, 2012 07:08 PM

Re: UnitGen - Random nations with procedural sprites!
 
http://koti.kapsi.fi/elmokki/dom3/un...esandmages.png

Two major features shown, neither is even nearly ready enough for me to bother update the dev version.

- Commanders get ran by the elitefying filter at strength 2, giving them commandery stats and looks Sometimes there just aren't suitable helmets though, but I plan to add some light ones and a lizard full helmet one to remedy that. The tower shields there are coincidence.

- Mage generator can generate 3 tiers of mage sprites. Still needs tweaking, but results aren't bad at all right now most of the time. I do see the graphic bug on the lower row of mages, it'll get fixed.

elmokki February 25th, 2012 07:53 PM

Re: UnitGen - Random nations with procedural sprites!
 
Today I added nets and poison darts as bonus weapons, rare ones though. Net required a minor feature addition since it's a bonus weapon and should be generated as such but it replaces a shield. I saw some net cavalry and first though about removing nets from mounted units and chariots, but then again if cavalry sacrifices a shield for a net, then that's what happens. Twohanders can use net without any penalties, so it's definitely a better weapon for them. Them getting it is fairly rare though.

I also reworked Randomocalypse site name generation files and code so that it now sometimes shows both primary and secondary path of a site (if there are such) in the name and it now supports dual-path names too.

And mage generation got some work too in terms of restructuring code. I get some good looking mage setups now in terms of sprites but there's no code for magic paths yet.

elmokki February 26th, 2012 01:35 PM

Re: UnitGen - Random nations with procedural sprites!
 
http://koti.kapsi.fi/elmokki/dom3/un...26_2_12-v2.zip

I might release a v3 today if I feel productive. This includes magic paths for primary mages and one kind of secondary mage magic path set that's duplicated to every single secondary mage at the moment.

Also an easy .exe file for windows users.

elmokki February 26th, 2012 05:45 PM

Re: UnitGen - Random nations with procedural sprites!
 
http://koti.kapsi.fi/elmokki/dom3/un...26_2_12_v3.zip

18 minutes before it would've been 27_2_12.

It actually REMOVES secondary mage paths as they were bugged as hell. It has a complete rewrite of primary mage paths.

elmokki February 26th, 2012 06:45 PM

Re: UnitGen - Random nations with procedural sprites!
 
http://koti.kapsi.fi/elmokki/dom3/un...en_27_2_12.zip

Derp, now it should finally be bug free. Also generates all possible primary mages of certain path set per nation.

elmokki February 26th, 2012 07:21 PM

Re: UnitGen - Random nations with procedural sprites!
 
Primary mages can be now generated with following patterns for magic:
3-3-?
3-2-1-?
3-2-?
3-1-1-?
3-1-2?
3-2? (linked)
3-2?
3-?
2-2-2? (linked)
2-2-2?
2-1-2? (linked)
2-1-1-2? (linked)
2-1-1-2?
2-1-1-1?
2-1-1-1-?
2-3? (linked)
1-3? (linked)
1-1-1-2? (not in 27-2-12 version)

In general randoms are such that only one path can reach level 4 and none of the paths can reach level 5. Exceptions to this is the linked 2-2-2? which allows both of the two paths to be level 4. Current version generates one of every setup for test, but in the future some will be rarer than the others.

I just went through secondaries and tertiaries of MA and I believe this is a fairly comprehensive list of levels possible for secondaries and tertiaries. Do tell if you can think of one more to these or primaries! One setup is listed only once even if it is available for multiple nations.

Sec:
1-1 - MA Tien'chi - caponly primary (7 picks)
2-1-1 - MA Pythium - caponly primary (7 picks)
1-2? - MA Man - caponly primary (6 picks)
2-1 - MA Marignon - caponly primary (6 picks)
2-1-? - MA Ashdod - caponly primary (3 picks), special
2-1-1-? - MA MAchaka - caponly primary (6 picks)
2-1-1 - MA Agartha - caponly primary (4 picks)
3 - MA Abysia - caponly primary (6 picks), special
2? - MA Ashdod - caponly primary (3 picks), special
1-1-1-? - MA Eriu - caponly primary (7 picks)

Tert:
1 - MA Pythium
1-? - MA Man
? - MA Tien'chi
1-1-1 - MA MAchaka
2 - MA Abysia

The 2? ones will probably get linked and non-linked versions and the ones where randoms would give level 3 will probably have versions where they can and where they can't.

elmokki February 27th, 2012 02:01 PM

Re: UnitGen - Random nations with procedural sprites!
 
Nation naming, especially Lizard one, was pretty crappy far too often so I rewrote it.

Now nation name files consist of three files. Long syllables (misleading name), short syllables and suffixes. Nation name format is: Long syllable + 33% chance of short syllable + suffix. Idea is to simply have tons of entries for especially long syllables and suffixes to make nations varied enough.

You can also define very precisely what a name part can be after or before. Syntax is for example:
test "cantbebefore consonant a" "cantbebefore consonant e" "derp"
which would make the name part unable to be generated before anything that starts with:
- any two letters where first letter is an consonant and the second a
- any two letters where first letter is an consonant and the second b
- derp

The keywords that contain multiple single letters are consonant, vowel, softconsonant and hardconsonant. Here's what they contain:
String[] vowels = { "a", "e", "i", "o", "u", "y", "å", "ä", "ö", "ü" };
String[] consonants = { "b", "c", "d", "f", "g", "h", "j", "k", "l", "m", "n", "p", "q", "r", "s", "t", "w", "v", "x", "z" };
String[] softconsonants = { "f", "h", "j", "l", "m", "n", "r", "s", "w", "v", "x", "z" };
String[] hardconsonants = { "b", "c", "d", "g", "k", "p", "q", "t" };

So basically if your limitation is "hardconsonant vowel" you get every single combination where the first letter is a hard consonant and the second letter is a vowel. If your limitation is "hardconsonant derp" you get: bderp, cderp, dderp, gderp, kderp, pderp, qderp, tderp. So yeah, you should be able to limit generation far more than you will ever need to.

My test files are written white humans in mind, but here goes a set of 50 names and with heavy recycling of current name parts, especially suffixes, a great deal of which are by kianduatha:

Ondnuiu, Duxsoum, Emia, Arcoheim, Dogegard, Doror, Cunvia, Ishnom, Swedod, Gilmitha
Lunbalstan, Warmon, Wuhullum, Nefland, Lamsorea, Helmon, Ermdod, Norgaor, Faeurnia, Lejiheim
Etten, Ishvik, Krophale, Funangea, Gaeilna, Pyjaland, Burvavik, Caance, Ugliburg, Gomovo
Netaimer, Moran, Eren, Agth, Vanmon, Warjais, Oben, Kritia, Narmark, Hamheim
Ashugal, Olaance, Erbogundy, Karnoiraine, Faeengmark, Osaany, Dorni, Ungmia, Mortium, Elegard

I won't implement these to the nation generation itself before I have sets for all the three current races, but NameGen.jar will generate names based on longsyllables.txt, shortsyllables.txt and suffixes.txt at UnitGen root directory so you can write lists yourself and test them easily and submit good lists for UnitGen releases!

elmokki February 28th, 2012 03:11 PM

Re: UnitGen - Random nations with procedural sprites!
 
Magic site generation works and should actually not lump every command in one site and continue to next. It'll try to combine gem commands to mages with suitable paths or units with tags of being associated to a magic path (some sacreds definitely will be such)

Site naming will get a better rehaul than it did earlier later too. I want to get rid of stuff like "Melancholic Office", which basically means I'll add tag "epic" to certain name parts and force at least one epic tag per name.

Mage generation has gotten tweaks, but it isn't ready. When it is, it'll have a ****ton of balance problems (in this context: mage setups that are horribly powerful) when I consider it ready enough too and those will have to be sorted out.

Then what's left to do is in order of effort taken:

- Fix cavalry generation
- Tweak chariot generation slightly
- Fix troop naming
- Good mage naming
- Add elite generation
- Proper commander generation that generates commanders based on what a nation needs. Basically this means that nation with flying recruits gets at least some sort of a flying commander, nation with stealthy troops gets at least one stealthy commander etc. This does not mean that a nation with a flying sacred stealthy amphibian gets one commander with all of those features though (though in case of sacreds it's probably likely)
- Priest generation
- Generation of funky special abilities for units (ranging from more Ulmish stats to stealthiness to cold resistance and stuff like that) based on if they are eligible for them and the rng-gods favour the nation (all members of one race in a nation would probably get the stats, but stealth or berserking is probably just for specific lightly armored units)
- Add sacred generation
- Add custom weapon generation for sacreds
- Allowing multi race nations (well, honestly, probably less terrible than I expect it to be since I have a fairly good idea of how it can be done fairly easily, but it needs some rewriting of item generation)
- Nation/unit descriptions (this is potentially huge loads of work, but also in general generating names / descriptions is most fun)

I probably miss something too.

elmokki February 28th, 2012 06:51 PM

Re: UnitGen - Random nations with procedural sprites!
 
Regarding mage generation. I had one too complex system, current one is less complex in one way but still too complex in another.

Question is, what sort of mage patterns ignoring mages that aren't really part of the official hierarcy (Fortune Teller for LA Ulm or Nahualli for Mictlan as examples, but LA Marignon sailors don't suit) should be possible?

The lingo here would be that:
- School is a collection of mages of about the same available paths.
- Primary mage is the top tier mage of a country. Generally having 4 to 7 picks with the rare exception of 3? linked pattern. Maximum level reachable with 100% randoms is 4, but most of the possible pick patterns only one path can reach 4.
- Secondary mages are well, weaker versions, having 2 to 5 picks or so. Maximum level with randoms is 3, but quite a few patterns won't reach that as opposed to primaries where majority can get that one level 4. Pretty much all nations will probably have at least one secondary of some kind, but it might be gone from nations with enough options already (in base game Mictlan doesn't have a school-relevant secondary mage in my eyes)
- Tertiary mages are rarer. They range from 1 to 3 picks with maximum of 2 in a path. I would imagine they would happen mostly in cases with total mage count being rather low or no secondaries existing.
- Pattern: distribution of paths, for example 3-2-? refers to what MA Marignon's grand master has, 1 path at 3, 1 path at 2, 1 100% random.

In general the goal is to generate about maximum of 5 mages from schools for a nation, with a possible extra non-school mage (mentioned above) or a minor secondary school (LA Marignon sailor mages could be such, or for that matter LA Ulm S/B-mages if they had a major mage there too).

For school mages I see following options mostly.

3 primaries, all cap only, either one secondary or one tertiary or both.
3 primaries, at most one cap only, either one secondary or one tertiary or both.
Both cases have fairly specialized mage patterns with 2, possibly sometimes 3 paths available, probably the exact same pattern for all, except in the non-cap only case if there's one cap only variant, that might be slightly more powerful. Magic paths will vary for primaries like they do in EA Agartha or MA Mictlan - one path varies, rest stay the same. These are pretty mucn EA Agartha and EA Mictlan in terms of ingame versions.

2 primaries, 1-2 secondaries, possibly a tertiary. 0-2 cap only primaries. Either the primaries work pretty much exactly like in the 3 primary cases with same or very similiar pattern and a bit different paths or they can get a very different pattern, either with very different paths or not. Regardless of the case a nation will not get more than 6 paths and even then in those cases patterns with many randoms won't happen so you're going to be left with low path amounts. With one secondary it's a mix of the two path setups if they are different, with two they are both mini versions of the mages.

Of this setup you can find probably less in the game. I guess MA Jotunheim would suit, Gygja has 5 picks and so does Skratti, but patterns and paths are quite different. MA Tien'chi and MA Pangaea have two primary mages too obviously. Pangea and Tien'chi have rather similiar pattens for both of them.

Lastly one primary setups. They can have the "traditional" 1 primary, 1 secondary, 1 tertiary setup with paths just getting weaker and weaker as tier goes down, or they could scrap the tertiary. Primary being cap only or not is fairly arbitary too. With that few mages you are bound to get an unrelated bonus mage with different paths too. As a bonus you could get 2 or 3 secondaries instead of just one, all being variations of a cap only primary. Once again, either by varying the paths or varying the patterns.

Holy picks or not are a different matter handled elsewhere.

Did I miss something?

elmokki March 1st, 2012 09:50 PM

Re: UnitGen - Random nations with procedural sprites!
 
Mage generation with a single primary is looking fairly good. Most of the code can go to three or two mages with fairly little edits - probably anyway - so those should get ready soonish.

I'm going to rewrite the dom3db-reader (direct copy from Randomocalypse, just set to read armor/weapon data instead of unit data) a bit so I can inject UnitGen-generated equipment in it without causing issues. It MIGHT work even now actually, but it's a fairly small change in how stuff is stored anyway so I'm going to do that. I can't be arsed to start work on sacred generation before that is done since seriously, getting all sorts of funky weapons (and possibly some armor too) is half of what excites me in generating sacreds. That said sacred generation will contain a boring mode that copies stats and sprite from existing sacreds sometimes instead of actually generating a sacred. Hydras at the very least deserve to get a shot at getting generated here too.

As pointless as descriptions are for actual gameplay, I'm fairly sure I'm interested enough to code them in anyway, and since this just sounds plain awesome the design principle will be adjusted according to that (results are, however, not guaranteed to be in line)

Quote:

17:00 < kianduatha> one last thing before i go for real this time: My totally unrealistic dream description thing is to have a chance for linked histories between nations(if it makes sense). So one nation would be like a former slave state of some other empire
17:02 < kianduatha> "Falchions were the only weapon heavy enough to cut through Thuringia's Heavy Knights. The days of the revolt are long past, but Forinth's Palace Guards still wear the falchion proudly in remembrance of that time" is mydream procedural description
...but descriptions will have to wait for now.

elmokki March 2nd, 2012 12:53 PM

Re: UnitGen - Random nations with procedural sprites!
 
http://koti.kapsi.fi/elmokki/dom3/un...gen_2_3_12.zip

- Improved mage generation. It generates only setups with one primary mage right now, but in general mage setups are pretty varying.
- New name generation discussed before has been added for all races. Lizard and black human name part lists are pretty much copypaste with some tweaks so they're fairly limited for now, but they still do generate more decent names than the old system.
- Magic sites are generated! Site paths are a bit wonky when site doesn't contain mages or gems, but it'll be fixed eventually. For heavy blood nations there probably should also be blood sites fairly often even if they don't get any blood gem income or cap only mages.

- KNOWN BUG: Commanders are capital only sometimes (fairly often). I've been too lazy to touch this even if it's essentially matter of about two lines of code.

Feedback on mage setups, mage prices and start site gem production setups is very welcome.

elmokki March 11th, 2012 06:07 PM

Re: UnitGen - Random nations with procedural sprites!
 
http://koti.kapsi.fi/elmokki/dom3/un...en_12_3_12.zip

Mages are named fairly properly!

Some elites are generated, but they are unfinished (the fairly useless super light ones will probably have something funky once I'm finished)

elmokki March 14th, 2012 07:34 PM

Re: UnitGen - Random nations with procedural sprites!
 
Priest generation. Sometimes priests are your mages, often they're separate. Naming still needs work and I want to add magic to priests sometimes.

Also fixed a bug which ended up generating stuff like naked men of plated horses, though fairly rarely.

elmokki March 16th, 2012 04:21 PM

Re: UnitGen - Random nations with procedural sprites!
 
http://koti.kapsi.fi/elmokki/dom3/un...en_16_3_12.zip

22:19 < Elmokki> priestly stuff!
22:19 < Elmokki> stealth/berserking sometimes!
22:20 < Elmokki> commander generation not retarded!

+ demon jester hat in two varieties for mages.

elmokki March 16th, 2012 08:39 PM

Re: UnitGen - Random nations with procedural sprites!
 
http://koti.kapsi.fi/elmokki/dom3/unitgen/mahamia.png

Mahamia is a nation which's army relies on a fairly unflexible infantry and skirmish tactics along with support from boar riding cavalry. The infantry is armed with bucklers and short swords or falchions, and the lightest infantry variant also carries a harpoon. The pinnacle of this infantry lineup is the Mahamian elite guard - moderately armed soldiers with exceptional skills. Cavalry support for the main army comes in two ways. The Mahamian light cavalry does not carry a lance, but instead fights with a sword and a harpoon. The Mahamian lancers are more heavily armored and carries a lance along with a falchion. Mahamians do not use bows, as they find a crushing charge more effective.

The Corrupted Keepers of Mahamia are mages skilled in blood magic, but they also dabble in air and nature magics and also have divine authority. All mages of their order are sacred. The religious authority in Mahamia is held by Mahamian bishops alongside the Corrupted Keepers.

Mahamia was generated randomly, this description, sadly, not yet though.

elmokki March 20th, 2012 11:59 AM

Re: UnitGen - Random nations with procedural sprites!
 
Mages and priests get all sorts of funky special abilities. Priests mostly just simple stuff like healing, inquisitor and sneakiness but makes get stuff ranging from those listed for priests to poison armor, fire shield, etherealness. I do plan to add secondshape system for mages (and sacreds/elites!) so I can make mages with animal or demon second shapes that actually retain holyness and give penalty to magic paths in most cases.

In addition the random item generation is working, though it needs tweaking in terms of chances and the magic items should probably be named better than "Enchanted Crossbow". It's pretty funny to see crossbows causing limp, exploding javelins and paralyzing swords. This stuff will, however, be fairly rare, but it's absolutely essential for sacreds (and mages!)

elmokki March 22nd, 2012 12:06 PM

Re: UnitGen - Random nations with procedural sprites!
 
http://koti.kapsi.fi/elmokki/dom3/unitgen/...gen_22_3_12.zip

- Funky mage stuff. I'll probably work on the shapeshifting stuff next and then move to funky sacred stuff.
- Elites aren't generated anymore, but instead rather basic sacreds are. They get magic weapons, but it's too common right now. Some magic weapon effects - those that entangle - and maybe fears should be ranged only or limited shot weapon only. Sacreds don't ever dual wield or get magical bonus weapons either, that'll need a fix too.

elmokki March 22nd, 2012 05:33 PM

Re: UnitGen - Random nations with procedural sprites!
 
http://koti.kapsi.fi/elmokki/dom3/unitgen/ghost.png
The Black Harbingers of Ermgard have learned to cheat death. Alas, their mastery over death is not sufficient - they can hold on to the mortal world only until they have avenged their deaths (ie until battle ends)

http://koti.kapsi.fi/elmokki/dom3/unitgen/deepone.png
The Azure Priors of Helder are able to turn into horrible beasts of the depths. In this form their affinity with water magic increases, but they lose power in all other magic paths (the unit in picture happened to get a water random)

http://koti.kapsi.fi/elmokki/dom3/unitgen/turkey.png
The Divine Elders of Kongtala are able to travel fast in their fearsome turkey form. This does not hamper casting.

http://koti.kapsi.fi/elmokki/dom3/unitgen/ghoul.png
Bavarainean Keepers have mastered death. Their foul magics will raise them as ghouls upon their deaths, but this works only once - if the keepers are slain again, they will stay dead (this might be overpowered, it gives +30g cost now though)

Other forms currently implemented include: devil, frost fiend, great bear, wolf, werewolf, jaguar, and winged monkey. It's very easy to add these from .txt files.

elmokki March 26th, 2012 06:54 PM

Re: UnitGen - Random nations with procedural sprites!
 
http://koti.kapsi.fi/elmokki/dom3/unitgen/hoburg.png

kianduatha also made a good pile of weapon effects, stat filters and shapeshifts

elmokki March 27th, 2012 01:43 PM

Re: UnitGen - Random nations with procedural sprites!
 
http://koti.kapsi.fi/elmokki/dom3/un...en_27_3_12.zip

Hoburgs with archers, priests, mages, infantry and cavalry, good pile of tweaks and some extra stuff for sacreds and mages by kianduatha.

elmokki March 29th, 2012 03:57 PM

Re: UnitGen - Random nations with procedural sprites!
 
http://koti.kapsi.fi/elmokki/dom3/unitgen/goatcav.png

CoE3 might be pretty crap, but the sprites are awesome! :D

elmokki March 30th, 2012 05:06 PM

Re: UnitGen - Random nations with procedural sprites!
 
http://koti.kapsi.fi/elmokki/dom3/un...en_31_3_12.zip

- Remade hoburg sprites!
- Some new sprites including goat cavalry!
- Priest/Magic nation summaries!
- Unit naming overhaul with rather small amounts of visible changes!
- Sacreds get names!

elmokki March 31st, 2012 08:16 PM

Re: UnitGen - Random nations with procedural sprites!
 
http://koti.kapsi.fi/elmokki/dom3/un...gen_1_4_12.zip

This is first version I consider playable, and some people on IRC are playing a blitz with it.

It adds:
- Bug fixes
- Sacreds and mages get descriptions that tell all the hidden stuff you wouldn't otherwise know without looking at .dm file and usually something more too.
- Nations get a generic descriptions that tell hidden stuff and some other general stuff.
- It generates descriptions.txt to the mod's folder with all nation descriptions.

Recommended way of playing: Generate mod with about 2-3 times more nations than players and copypaste the descriptions.txt to a thread and make people choose based on that alone. Then let people peek at their choices once everyone has chosen.

This way people will have general clue about what they will get, but people can't pick the best nations right away since the descriptions are a bit vague.

elmokki April 1st, 2012 07:03 AM

Re: UnitGen - Random nations with procedural sprites!
 
The armor destruction magical effect is aoe-1 and ludicrously good especially for archers so it was removed.

This morning I've:
- Fixed commander generation so you should be guaranteed flying commander if you have flying units etc. There was a bug sometimes hindering this.
- Sacred commanders should not show up in starting armies or militias any more and as an additional bonus commanders should be now ordered non-mounted - mounted - sacred instead of fairly random order.
- Chariot generation fix: heavier chariots are more expensive and all chariots have a bit higher encumberance
- Ranged sacreds are rarer. Vanilla has total of one of those (two if you count LA Man Wardens I suppose, but one with magic bow anyway), but in UnitGen they should still be considerably more common than that.
- Magical bows should get a bit less extra stats.
- The magic special effects may affect unit prices now. I added very basic price increase tags to most effects I felt deserve one without thinking much.
- Nations get 5 to 10 extra gods based on random numbers and their magic paths to choose from. I didn't bother to list every single pretender in the game, but there's a good pile of them and hey, if someone feels like something is lacking, they can always add more themselves at /nations/gods.txt

elmokki April 1st, 2012 04:30 PM

Re: UnitGen - Random nations with procedural sprites!
 
http://koti.kapsi.fi/elmokki/dom3/un..._1_4_12-v2.zip

elmokki April 3rd, 2012 08:20 AM

Re: UnitGen - Random nations with procedural sprites!
 
http://koti.kapsi.fi/~elmokki/dom3/u...gen_3_4_12.zip

- Caelians as a race
- Scouts/Spies/Assassins (pretty basic though.)
- Fixes and tweaks to various things as usual.

elmokki April 5th, 2012 05:42 PM

Re: UnitGen - Random nations with procedural sprites!
 
http://koti.kapsi.fi/~elmokki/dom3/unitgen...tgen_6_4_12.zip
- Caelians and Abysians
- Thanks to kianduatha for Abysian nation names and base sprites.

elmokki April 7th, 2012 12:44 PM

Re: UnitGen - Random nations with procedural sprites!
 
http://koti.kapsi.fi/~elmokki/dom3/u.../foulspawn.png

This is totally doable with current UnitGen version and while a lot of stuff can be copied from humans graphically, in practice this'd need a lot of redefining of things (not in code, item definitions) to work properly so I'm not gonna implement it now for **** and giggles since it'd actually take work.

Oh yeah, also, humans/lizards/black humans can use great swords and great clubs now.

Ragnarok-X April 7th, 2012 03:31 PM

Re: UnitGen - Random nations with procedural sprites!
 
So, where can the tool be downloaded ?

elmokki April 7th, 2012 03:52 PM

Re: UnitGen - Random nations with procedural sprites!
 
Quote:

Originally Posted by Ragnarok-X (Post 800920)
So, where can the tool be downloaded ?

Quote:

You can get test builds I occasionally bother to release from http://koti.kapsi.fi/elmokki/dom3/unitgen/. The naming is formatted unitgen_dd_mm_yy.zip.
ie right now it's http://koti.kapsi.fi/elmokki/dom3/un...gen_7_4_12.zip which I just uploaded.

I'm too lazy to keep updating a specific link on the first post seeing how I tend to release like 3 versions per week on average.

Ragnarok-X April 8th, 2012 06:13 AM

Re: UnitGen - Random nations with procedural sprites!
 
I like it.
Suggestions for now:

Spritegen:
When altering RGB values, make it autorefresh the image immediatly instead of waiting for an enter.
i.e. i alter the R value from 255 to 100, immediatly update the sprite after each use of the TABULATOR

Second, i think the sprite should have 2 images. Right next to the current layout, put a 200 % zoomed version so we can see details better.

In addition, how do you get the color-edit focus to an item other than the helmet ? I tried altering bonus weapons color, but the RGB was always applied to the helmet ?



This is really awesome. Just for the fun it, i created a random nation.
I got a mix between ulm, hoburg and abyssia. Basicly hobbits in heavy armor (prot 20, move 3/1) and mages with blood and astral. Elite unit was called "Pure Paladin" and has an heavy hammer and a crossbow. Lolz much ?

elmokki April 8th, 2012 07:07 AM

Re: UnitGen - Random nations with procedural sprites!
 
I doubt I can be arsed to update SpriteGen. I know it's shortcomings but since it's the UnitGen part I'm primarily developing I don't really mind them.

Also having different colors for two items isn't even technically possible right now. It wouldn't be hard to implement really, but in terms of UnitGen I haven't really figured out why I should bother.

I would also like to point out that with the sprite parts UnitGen contains it's fairly easy to construct sprites with GIMP or Photoshop or whatever graphics editing program. More work than just choosing from dropdown menus, but allows more customization too.

Ragnarok-X April 8th, 2012 08:13 AM

Re: UnitGen - Random nations with procedural sprites!
 
Okay, i understand.
How is balancing ? When using the hoburg nation, i would that the 3 mages were really, really imbalanced to each other (gold cost for too low for the tier 3 one).
In addition, i dont think milita was balanced either (too many small pro 17 guys) per gold.

Try it, it was names "Ragnarok".

elmokki April 8th, 2012 08:38 AM

Re: UnitGen - Random nations with procedural sprites!
 
It doesn't generate the same mod based on names, but doesn't matter, I know how pricing and militia etc work in principle.

In terms of mage prices MA Abysian warlock has 3 blood, 2 astral and one random pick, costing 270g. In UnitGen the exact same would be 300g, 290g if it's a human. Sure, MA Warlock is cap only, but I found no correlation between being cap only and price so it isn't affected. If you think some mage is too cheap or too expensive do list race, exact magic picks and price and I'll take a look. Also remember that mage prices can ramp up due to special abilities like forge bonus, shape changes etc, though for mages rather few abilities affect price.

How militia amounts (and start army amounts, except they get a bonus multiplier) work is that base amount is 10 units per 10 pd. To this resource modifier and gold modifier are added. They are like this:

resource modifier = 22.5 - 1.25 * rescost - 10
gold modifier = 26.666 - 1.666 * goldcost - 10

Resource costs are calculated with size 2 resources (ie those listed in databases etc), so hoburgs should cost extra resources compared to actual cost.

Basically hoburgs being 8g by default they get 3 extra units from being so cheap, but they need to cost only 13 resources to be brought back to 10 per 10 pd. Of course there might be something wrong in the calculations, but I doubt they swarm that much compared to general levels of PD in UnitGen.

Sure, they have prot 17 and can swarm like no tomorrow, but 6 hp is a very serious weakness too.

curtadams April 8th, 2012 12:22 PM

Re: UnitGen - Random nations with procedural sprites!
 
Is there a way to run this on a Mac?

elmokki April 8th, 2012 01:27 PM

Re: UnitGen - Random nations with procedural sprites!
 
Quote:

Originally Posted by curtadams (Post 801023)
Is there a way to run this on a Mac?

Yes. There may well be a better way but this is what kianduatha figured out:

You'll need to open terminal, ie actual text based thing where you can type stuff in (since I believe there's some console thing on mac that doesn't allow you to type into) and navigate to the folder you have UnitGen in. Then you'll write java -jar unitgen.jar and press enter and it'll launch if you have Java JRE installed.

I'll ask kianduatha to check if I wrote this correctly once he pops in IRC.

curtadams April 8th, 2012 05:42 PM

Re: UnitGen - Random nations with procedural sprites!
 
I get "Bad version number in .class file". What version of java are you using?


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