|
|
|
 |

February 14th, 2007, 03:23 AM
|
 |
Colonel
|
|
Join Date: May 2005
Location: Kansas, USA
Posts: 1,538
Thanks: 289
Thanked 194 Times in 94 Posts
|
|
SemiRandom version 095
I have attached the latest version of SemiRandom (095) to this post. The zip includes the source files and a stand alone executable that should run on Windows & Unix systems.
There are several new provinces (138 total now), and a total of 41 list files for items and name generation. There is still plenty of room to grow, but they have already provided me with two entertaining test games.
If I can keep my eyes open long enough, I will upload the windows frontend version in another topic.
(Edit: The windows gui version has it's own topic HERE.)
Edit: I could not have explained it any better than Endoperez did:
Quote:
Endoperez said:For those who don't have any idea about what it is, it generates random provinces into existing map graphics. These random provinces can be similar to the unique defenders sometimes appearing in vanilla Dom3, or just little something extra. The point is, new provinces can be added to the pool just by editing the source text files. Want to add a province with King Arthur and his Knights of the Round Table, or Robin Hood, or some nasty undead, or a demon-infested wasteland? If you are willing to read through the mapedit.pdf of Dom3 and the readme of this program, you can. These provinces can appear for you and for anyone else who downloaded them any time you create a new SemiRandom map.
|
Thank you to everyone for your contributions to this project. 
Last edited by Ballbarian; August 18th, 2008 at 09:22 PM..
|

February 16th, 2007, 03:26 AM
|
 |
Colonel
|
|
Join Date: May 2005
Location: Kansas, USA
Posts: 1,538
Thanks: 289
Thanked 194 Times in 94 Posts
|
|
Re: SemiRandom version 095
I think that I may have figured out a viable algorithm for placing reasonable start positions (as an option) and flagging those provinces and their immediate neighbors as off limits for modification. This is only theory right now, and I am in hopes that it won't unravel when I try to code it into the existing framework. (It is also possible that I won't be able to understand my own notes after a good nights sleep!) 
|

February 17th, 2007, 01:01 PM
|
 |
National Security Advisor
|
|
Join Date: Sep 2003
Location: Eastern Finland
Posts: 7,110
Thanks: 145
Thanked 153 Times in 101 Posts
|
|
Re: SemiRandom version 095
Wonderful work. It's still a bit too complicated for anyone with an interesting idea to just add a province, but at least those who are willing to read the readme can do so. I once planned to do a similar program, but it's been dead for about two years now.
For those who don't have any idea about what it is, it generates random provinces into existing map graphics. These random provinces can be similar to the unique defenders sometimes appearing in vanilla Dom3, or just little something extra. The point is, new provinces can be added to the pool just by editing the source text files. Want to add a province with King Arthur and his Knights of the Round Table, or Robin Hood, or some nasty undead, or a demon-infested wasteland? If you are willing to read through the mapedit.pdf of Dom3 and the readme of this program, you can. These provinces can appear for you and for anyone else who downloaded them any time you create a new SemiRandom map.
If you manage to figure out an algorithm for starting positions, could it also be used for kingdoms with e.g. knights/longbowmen etc in the middle, and few heavy cavalry and archers added to all neighbouring provinces?
Can the namelists be used to e.g. create a list of all non-cursed magic items, or all non-cursed trinkets, or all non-cursed, not very powerful, melee-only magic weapons?
|

February 17th, 2007, 03:38 PM
|
 |
Colonel
|
|
Join Date: May 2005
Location: Kansas, USA
Posts: 1,538
Thanks: 289
Thanked 194 Times in 94 Posts
|
|
Re: SemiRandom version 095
Thank you for the feedback Endoperez.
Quote:
It's still a bit too complicated for anyone with an interesting idea to just add a province, but at least those who are willing to read the readme can do so.
|
It feels easy to me, but just because I am so familiar with it. The ideal would be if someone like Jack with skill in programming online tools could provide a web interface which allowed building individual provinces in a SemiRandomizer script format and auto email the submissions for addition to the library. I would be able to do a windows version, but it would not be cross platform friendly. I could look at doing a yabasic province creator, but without a proper gui interface it would be a awkward to use.
Quote:
If you manage to figure out an algorithm for starting positions, could it also be used for kingdoms with e.g. knights/longbowmen etc in the middle, and few heavy cavalry and archers added to all neighbouring provinces?
|
Certainly possible. I will keep that in mind as the next version progresses. I also like the idea of being able to have North Dakota, South Dakota and Greater Dakota (for example) as neighboring provinces with similar inhabitants.
Quote:
Can the namelists be used to e.g. create a list of all non-cursed magic items, or all non-cursed trinkets, or all non-cursed, not very powerful, melee-only magic weapons?
|
Yes! A simple example would be if I wanted to create a list of one-handed, fire only melee weapons for a set of abysian commanders to select randomly from. I would create a text file named 1HFIREMELEE_DATA1.txt and add any items that I wanted to the list:
Fire Sword
Fire Brand
Evening Star
Demon Whip
Unquenched Sword
Ember
Then save the file to the NAME_VAULT directory and add the name of the file to NameList.txt so that the program can find it. Now when I am creating my abysian province commanders I would tell the program to assign him a random item from that list with:
@RANDOM additem 1HFIREMELEE
In the above example, I could have also done the same thing with:
@6 additem
"Fire Sword"
"Fire Brand"
"Evening Star"
"Demon Whip"
"Unquenched Sword"
"Ember"
But with a long list of items that you wanted to use with multiple commanders, or across multiple provinces, the list file is a nice solution.
A helpful tip is that Edi's databases make it easy to use the autofilter feature to quickly compile very specific lists of items, monsters, magic sites, etc.
|

February 19th, 2007, 11:53 AM
|
 |
National Security Advisor
|
|
Join Date: Sep 2003
Location: Eastern Finland
Posts: 7,110
Thanks: 145
Thanked 153 Times in 101 Posts
|
|
Re: SemiRandom version 095
Realm of the Ape King is done. A rich province in both gold and gems. It has a castle. Outside the castle, the defenders aren't that hard to take down, but just breaching the gates to the inner castle should take you a long, long time... And the defenders inside the castle won't starve anytime soon, either.
I'll attach ENDO1_HOT_M_FST_U_R_.gan here, zipped, but there's still one problem with it. It should be able to appear in any hot or temperate forest that's medium to large. BallBarian, you seem to have done multiple versions of a single province type (even uniques), like this:
ENDO1_HOT_L_FST_U_R_.gan
ENDO1_HOT_M_FST_U_R_.gan
ENDO1_TMP_L_FST_U_R_.gan
ENDO1_TMP_M_FST_U_R_.gan
However, wouldn't that let it create four versions of the same unique province? That doesn't sound right... If you've already added in some kind of province recognition, I'd like to have the Realm appear under those four names. However, it might take a week before I have a chance to use a computer again... I won't mind anyone else adding it to the .gan lists, of course.
|

February 19th, 2007, 01:53 PM
|
 |
Second Lieutenant
|
|
Join Date: Dec 2003
Posts: 475
Thanks: 0
Thanked 1 Time in 1 Post
|
|
Re: SemiRandom version 095
This utility is very cool. Breathes new life into the all the tired old maps around. Thanks for sharing Ballbarian.
|

March 6th, 2007, 07:20 AM
|
 |
Second Lieutenant
|
|
Join Date: Oct 2006
Location: Toulouse, FRANCE
Posts: 436
Thanks: 150
Thanked 21 Times in 13 Posts
|
|
Re: SemiRandom version 095
Quote:
Ballbarian said:
Thank you for the feedback Endoperez.
Quote:
It's still a bit too complicated for anyone with an interesting idea to just add a province, but at least those who are willing to read the readme can do so.
|
It feels easy to me, but just because I am so familiar with it. The ideal would be if someone like Jack with skill in programming online tools could provide a web interface which allowed building individual provinces in a SemiRandomizer script format and auto email the submissions for addition to the library. I would be able to do a windows version, but it would not be cross platform friendly. I could look at doing a yabasic province creator, but without a proper gui interface it would be a awkward to use.
[...]
|
I had already something like that planned for my own map randomizer, and I could indeed make it so it send new submitted province both to you and me, with appropriate formatting. (for myself I plan tu use XML, but if you want something already in your specific format, just send me the specs by e-mail and I will do it)
(I had also started working on a function to select starting province like you do, bu stopped working on it to focus on the editor)
You can contact me to the following e-mail address :
dominions _at_ realites.org
|

March 6th, 2007, 04:17 PM
|
 |
Colonel
|
|
Join Date: May 2005
Location: Kansas, USA
Posts: 1,538
Thanks: 289
Thanked 194 Times in 94 Posts
|
|
Re: SemiRandom version 095
Thanks Jack. I will try to put something together tonight and send it to you. The specs are basically just normal map commands, but the wild card is the random stuff that can be added (and the file naming for terrain matching).
|
Thread Tools |
|
Display Modes |
Hybrid Mode
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|