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Old October 20th, 2011, 01:39 PM

elmokki elmokki is offline
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Default Re: Randomocalypse 0.2.0 - Random nation generator

Quote:
Originally Posted by Foodstamp View Post
Elmokki,

Should this bit...

(278 2 0 0,6)

be...

(278 2 0 0,.6)

Maybe?

Just guessing from the info you provided, so I may be way off.
No, (278 2 0 0,6) is correct. For some reason C# likes to print out and convert string to number with , as the decimal marker while inside code the decimal marker is . so therefore it's 0,6 as in 0.6

This is also the reason I couldn't just print out the nation colors (Dom3 reads them with . as decimal marker) without actually swapping the , to .

The syntax is:

278: Unit id (Jotun Spearman)
2: Power (1-5, decimals are okay but marked with ,)
0: Cap only or not, 0 being not and 1 being yes. Defaults to 0 if left out but if you leave it out you can't write anything else to that line.
0,6: PD/Start army multiplier of 0.6. Basically this means you'll get 0.6*10 = 6 units per 10 PD or 6 units of this to starting army. Multiplier of 0 means the unit can't be in starting army or pd. Defaults to 1 if left out.

Starting army algorithm tries to get the heavy infantry with the multiplier closer to 1. There's always one with multiplier that isn't 0, but sometimes that's the only unit or both units are giants or something with an abnormal multiplier.

That said, same goes for ranged. There are fairly many slingers and they've got an multiplier of 2
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UnitGen - randomly generated nations with randomly generated sprites
http://forum.shrapnelgames.com/showthread.php?t=48341
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