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Old July 4th, 2007, 04:56 AM

Stryke11 Stryke11 is offline
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Default Re: RanDom v2 - Map gen & Semirandomizer... the se

Excellent! Your tips answered my questions exactly! But, as always, there are a few follow-ups:

If I have a random map, and lets say for whatever reason there are not enough provinces to follow the instructions I set on semirandom (say I want at least 4 neighbors and I want capitals to be four provinces away, but I select all nations and there just aren't enough provinces to do this)...what happens?

I'd like to know a rough guide for how width/height and provinces should go together. It makes sense that as I expand the number of provinces, the width and height (the size of the map I guess) should increase...but are there some established norms? I hate to reinvent the wheel. If nothing else, should the expansion be 1-1 (if I double province number, then I double # for width and height)?

Does the randomizer "randomize" the enemies in a province, or is every special province hand created. I noticed some in my quick tests that seem random, like militia and claymen together, or just infantry and crossbowmen in a motte and bailey. They didn't seem "special" like the ones mentioned in the companion thread, with Xavier's school or Robin Hood and all that, just, well, random .

I take it the "fiddle" percentage is the amount of regions that are randomized? It didn't seem like setting it to 100% randomized every region though...some had what looked like standard defenders.

If I can repeat the previous error I will send testdump, but as of now my last few have been ok.

Thanks for the patience with the questions and creating such an awesome program. Bluewater Bay is niiiiiice.
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custom, generator, gods, independents, map, provinces, random, semirandom, starts

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