Wow. I think that is the most questions that I have seen in one post.
I will try to answer them all, but for those who haven't stumbled upon it, there is a detailed help file in the "RanDom/SemiRandom/" directory called ReadMe.txt. It is overall, geared more towards using SemiRandom by itself, without the frontend tools, but it might save you some confusion to browse through it.
It is also very helpful to become familiar with the Dom3 map editing document from Illwinter. Of course one of the best tools is to study a couple of existing gan files that come with the program to get a general feel for the structure.
Quote:
So if I want a commander to have specific items I should separate him out via the program.. i.e. do my "main" commander, name, items, magic, bodyguards if any. Then my "thug" separately (by double clicking to remove "main" from the addition box) name, items, magic, bodyguards. Then my miscellaneous commanders as a group?
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That is pretty much the approach that I take.
A simple structure that I use in my own provinces is:
Code:
Boss Commander
Name
Items
Magic
Bodyguards
Units
Generic Commander
Bodyguards
Units
Thug
Name
Items
Sub/Support Commander
Sub/Support Commander
Sub/Support Commander
Quote:
If I add items under the miscellaneous commanders (those i don't want to bother with magic, names, bodyguards) they will always be random on who gets it?
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Not 100% sure that I understand the question, but if you have...
Sub/Support Commander 1
Sub/Support Commander 2
Sub/Support Commander 3
#additem "Stuff"
...then Commander number 3 will receive the "Stuff".
Quote:
So, in the above case, If I want everyone (3 commanders) to have a skull staff, do I need to add @1 additem skullstaff or @3 additem skullstaff?
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For each of the 3 commanders to get a skull staff:
Sub/Support Commander 1
#additem "Skull Staff"
Sub/Support Commander 2
#additem "Skull Staff"
Sub/Support Commander 3
#additem "Skull Staff"
Also I want to be clear here...
If you add 1 and only 1 specific item, then the line will be:
#additem <item name>
If you want to have a chance of 1 OF 3 items, you would use:
@3 additem
<item name>
<item name>
<item name>
If you want 1 and only 1 random item from one of the item lists you would use:
@RANDOM additem <item list name>
If you want Dom3 to assign random items:
#randomequip <0-4>
Quote:
Also, say i have 1 commander. I want to add random items for all slots. leave everything blank, have it be dom select and hit submit? or have to hit submit for each item slot?
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Yes. Basically.

If you want to let Dom3 handle the random items, make sure that the item list is blank, select "Let Dom3 generate" from the drop down box, and select the level (0-4) from the drop down box beneath it. 0=small chance/weak items, 4=largest chance/strong items. This does not guarantee that Dom3 will fill all slots however.
If you really want to have all slots filled with a random item then you would need to submit a random item list for each slot, or use one of the @RANDOM item lists for each slot.
Note that there is a small glitch that will sometimes cause the 0-4 drop down box to not re-enable itself after an item has been removed from the the list. To kick start it, just reselect "Let Dom3 generate" again and it will reset itself.
Quote:
How about if I want him to just have 1 random item total?
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For just 1 random item you could use:
Code:
@3 additem
"Fire Sword"
"Ice Sword"
"Sword of Sharpness"
OR
@RANDOM additem 1HANDWEAPON
Quote:
I'm assuming the levels under the dom select are the various construction levels needed for the item? Or # of items?
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I think that I covered this in the previous answer. If it is still not clear, be sure to let me know and I will try to expand on it.
Quote:
On the left of the item screen:
I'm assuming =artifact filters to only show artifacts, -artifact subtracts them; but
what is considered special? the wish only items? (or event npc items?)
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You are correct on the =/- artifacts filter.
Specials are items that are not available through construction research, but are found on some special monsters, like Bogus's "Greenstone Armor", and "Precious".
(USE ARTIFACTS & SPECIAL ITEMS SPARINGLY OR THEY WON'T BE SPECIAL ANYMORE!

)
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what are the P1, L1, P2, L2
I'm assuming P1 = path needed to create item
L1 = levels in a magic path? levels in const school?
p2 = second path to simulate a specific unit? a la E/B for blood stone?
L2 = ??
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You are very close.
P1 = the 1rst path needed for a mage to craft an item.
L1 = the level in that 1rst path required.
P2 = the 2nd path needed for a mage to craft an item.
L2 = the level in that 2nd path required.
I hope that helps some.
(If you make corrections to your provinces, be sure to edit the existing posts & replace the attachments. Then I can add them to the next release!)