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  #41  
Old April 7th, 2012, 12:44 PM

elmokki elmokki is offline
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Default Re: UnitGen - Random nations with procedural sprites!



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.
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  #42  
Old April 7th, 2012, 03:31 PM
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Ragnarok-X Ragnarok-X is offline
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Default Re: UnitGen - Random nations with procedural sprites!

So, where can the tool be downloaded ?
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  #43  
Old April 7th, 2012, 03:52 PM

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Default Re: UnitGen - Random nations with procedural sprites!

Quote:
Originally Posted by Ragnarok-X View Post
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.
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  #44  
Old April 8th, 2012, 06:13 AM
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Default 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 ?
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  #45  
Old April 8th, 2012, 07:07 AM

elmokki elmokki is offline
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Default 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.
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  #46  
Old April 8th, 2012, 08:13 AM
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Default 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".
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  #47  
Old April 8th, 2012, 08:38 AM

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Default 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.
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  #48  
Old April 8th, 2012, 12:22 PM

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Default Re: UnitGen - Random nations with procedural sprites!

Is there a way to run this on a Mac?
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  #49  
Old April 8th, 2012, 01:27 PM

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Default Re: UnitGen - Random nations with procedural sprites!

Quote:
Originally Posted by curtadams View Post
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.
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  #50  
Old April 8th, 2012, 05:42 PM

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Default 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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