|
|
|
|
|
May 26th, 2007, 04:51 PM
|
|
National Security Advisor
|
|
Join Date: Sep 2003
Location: Eastern Finland
Posts: 7,110
Thanks: 145
Thanked 153 Times in 101 Posts
|
|
Re: RanDom v2 - Map gen & Semirandomizer... the se
Gandalf - those scales are Order 2, Prod 2, Cold 1, Misfortune 3 and Drain 1. I think you meant the opposites.
|
May 26th, 2007, 05:00 PM
|
|
Shrapnel Fanatic
|
|
Join Date: Oct 2003
Location: Vacaville, CA, USA
Posts: 13,736
Thanks: 341
Thanked 479 Times in 326 Posts
|
|
Re: RanDom v2 - Map gen & Semirandomizer... the se
Quote:
Endoperez said:
Gandalf - those scales are Order 2, Prod 2, Cold 1, Misfortune 3 and Drain 1. I think you meant the opposites.
|
Ouch! Yes I did, thanks for that. I will edit it
__________________
-- DISCLAIMER:
This game is NOT suitable for students, interns, apprentices, or anyone else who is expected to pass tests on a regular basis. Do not think about strategies while operating heavy machinery. Before beginning this game make arrangements for someone to check on you daily. If you find that your game has continued for more than 36 hours straight then you should consult a physician immediately (Do NOT show him the game!)
|
May 26th, 2007, 05:14 PM
|
Lieutenant General
|
|
Join Date: Feb 2007
Location: New Orleans
Posts: 2,741
Thanks: 21
Thanked 28 Times in 17 Posts
|
|
Re: RanDom v2 - Map gen & Semirandomizer... the se
I loved random I, when i get time i will try the newer version!
__________________
"War is an art and as such is not susceptible of explanation by fixed formula."
- General George Patton Jr.
|
May 27th, 2007, 03:18 AM
|
First Lieutenant
|
|
Join Date: Jan 2007
Location: Tampa, FL
Posts: 687
Thanks: 0
Thanked 1 Time in 1 Post
|
|
Re: RanDom v2 - Map gen & Semirandomizer... the se
Ballbarian - could you expand on this line:
-Random start distributions can be set.
Thanks
|
May 27th, 2007, 04:44 AM
|
|
Colonel
|
|
Join Date: May 2005
Location: Kansas, USA
Posts: 1,538
Thanks: 289
Thanked 194 Times in 94 Posts
|
|
Re: RanDom v2 - Map gen & Semirandomizer... the se
@Gandalf
Great! That will make a perfect addition.
@jutetrea
Sure.
The parameters are:
numPlayers
--> -1 means use DEFAULT_PROVPERPLAYER or provPerPlayer (0=NO START PLACEMENTS), otherwise how many starts are desired.
provPerPlayer
--> -1 means use DEFAULT_PROVPERPLAYER or numPlayers, otherwise this will determine how many starts can be placed dependent on province count.
minNeighCount
--> -1 means use DEFAULT_MINNEIGHCOUNT, otherwise value entered is the minimum neighbor count before a province can be a valid start.
maxSeaStarts
--> -1 means use default of 3. Use this to limit sea start placements.
enforcedSpace
--> -1 means no space enforcement, otherwise value entered enforced. This is the minimum number of provinces between start positions.
Provinces adjacent to start provinces are set off limits to prevent SemiRandom from assigning any specials to those provinces.
As a side note:
I know that there are algorithms out there that would have worked just as well (likely better) than this one, but I came up with it from scratch. Anyhow, keep in mind that it is possible to set numPlayers to "7" only to find that SemiRandom only placed 6 start positions. I added a fidgeter into the algorithm early on to mix up the results a little from run to run which keeps every run on the same map different, but as a result it will not be optimized.
This is also probably a good time to point out that my entire approach to this project from day one was to keep it moving by letting myself be a little sloppy at times. Kind of one hack stacked on top of another to get the end result that I wanted, and then work another idea into it. Time is a serious issue for me, so this (and many other projects) are what I do for fun.
|
May 27th, 2007, 11:26 AM
|
|
Shrapnel Fanatic
|
|
Join Date: Oct 2003
Location: Vacaville, CA, USA
Posts: 13,736
Thanks: 341
Thanked 479 Times in 326 Posts
|
|
Re: RanDom v2 - Map gen & Semirandomizer... the se
Quote:
Ballbarian said:
This is also probably a good time to point out that my entire approach to this project from day one was to keep it moving by letting myself be a little sloppy at times. Kind of one hack stacked on top of another to get the end result that I wanted, and then work another idea into it. Time is a serious issue for me, so this (and many other projects) are what I do for fun.
|
The joys of basic programming. Thats why I stay with it.
__________________
-- DISCLAIMER:
This game is NOT suitable for students, interns, apprentices, or anyone else who is expected to pass tests on a regular basis. Do not think about strategies while operating heavy machinery. Before beginning this game make arrangements for someone to check on you daily. If you find that your game has continued for more than 36 hours straight then you should consult a physician immediately (Do NOT show him the game!)
|
May 28th, 2007, 12:54 PM
|
|
Second Lieutenant
|
|
Join Date: Feb 2007
Location: Chambéry (France)
Posts: 511
Thanks: 47
Thanked 19 Times in 14 Posts
|
|
Re: RanDom v2 - Map gen & Semirandomizer... the se
Wow, I've juste discovered RanDom. Great job, Ballbarian !!
|
May 28th, 2007, 05:41 PM
|
|
Shrapnel Fanatic
|
|
Join Date: Oct 2003
Location: Vacaville, CA, USA
Posts: 13,736
Thanks: 341
Thanked 479 Times in 326 Posts
|
|
Re: RanDom v2 - Map gen & Semirandomizer... the se
If a god is randomly added, does the description remind the player that the nation MUST be in the game? Otherwise the game blows up.
Altho, an interesting note, apparently you can choose to make that nation AI or play it yourself with that god.
__________________
-- DISCLAIMER:
This game is NOT suitable for students, interns, apprentices, or anyone else who is expected to pass tests on a regular basis. Do not think about strategies while operating heavy machinery. Before beginning this game make arrangements for someone to check on you daily. If you find that your game has continued for more than 36 hours straight then you should consult a physician immediately (Do NOT show him the game!)
|
May 28th, 2007, 06:52 PM
|
|
Colonel
|
|
Join Date: May 2005
Location: Kansas, USA
Posts: 1,538
Thanks: 289
Thanked 194 Times in 94 Posts
|
|
Re: RanDom v2 - Map gen & Semirandomizer... the se
Example description:
"This is a SemiRandomized map. It has 125 provinces: 116 land, 9 sea, 14 land starts, 1 sea starts, 1 open land starts, 0 open sea starts, 14 custom AI gods."
The open land/sea starts tell you how many slots there are for human players and the "14 custom AI gods" lets you know that there will be 14 slots devoted to AI nations. Remember that you do not have to set each individual nation. All you have to set are the human nations and then just hit <n> (the shortcut for <add new player>) until it greys out. In the map example above, you would end up with 14 random nation spots showing default settings.
It would be a nice feature to have the description remind you which nations were reserved for human, but in its current state, SemiRandom only sees nation numbers and not the names.
Right now I am neck deep in a province/Gan editor. Made a huge amount of progress so far this weekend, but I have been seduced by Edi's database and the pace is slowing some.
|
June 3rd, 2007, 04:52 PM
|
Private
|
|
Join Date: Feb 2007
Posts: 25
Thanks: 0
Thanked 4 Times in 2 Posts
|
|
Re: RanDom v2 - Map gen & Semirandomizer... the se
If VB lib. didn't work for anyone else, I've found this library to contain and register all the ocx files you'll need.
|
Thread Tools |
|
Display Modes |
Linear 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
|
|
|
|
|