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  #11  
Old October 27th, 2007, 08:50 PM
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Default Re: make all AI\'s allied

Quote:
Folket said:
So there are two factions of special monsters. When do I get to see them fight?
I suspect that they fight automatically, since they are supposed to be different special monsters. One might quite possibly be Bogus and his men, the other faction could be Doom Horrors, or units from those remote spells that don't bear the casters flag, before becoming indies. (to fight the defenders)
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  #12  
Old October 28th, 2007, 02:33 PM
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Default Re: make all AI\'s allied

Taking this thread to the side:

I have always seen the independents and special monster nation numbers on the list, but ignored them. What would happen if I assigned a province and maybe even a pretender to one of these in a map edit? Would they become an additional nation? Or would they get chopped because they are not in the nation setup menu?
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  #13  
Old October 28th, 2007, 06:45 PM
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Default Re: make all AI\'s allied

You're likely to get Very Interesting results, but what those results would be, nobody knows.
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  #14  
Old October 29th, 2007, 09:05 AM
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Default Re: make all AI\'s allied

I set up a map setting up a #specstart for nation 24 and it did not appear in the specified province. I guess that because it wasn't in the nation setup menu it didn't get placed, although I did use random for the nation.

Is it possible that there was an era conflict? I have seen that before with typos.
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  #15  
Old October 29th, 2007, 09:09 AM

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Default Re: make all AI\'s allied

Quote:
Valandil said:
Um. Copy+paste, and increase the numbers by one each time. How hard could it be?
Even easier; put it into excel. It has an auto increment feature which allows you to drag down a list of cells and increment the contents. You could then manually delete the lines which you did not want.
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  #16  
Old October 29th, 2007, 12:28 PM

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Default Re: make all AI\'s allied

Quote:
Eljay said:
Quote:
Valandil said:
Um. Copy+paste, and increase the numbers by one each time. How hard could it be?
Even easier; put it into excel. It has an auto increment feature which allows you to drag down a list of cells and increment the contents. You could then manually delete the lines which you did not want.
Cool. Export the whole list to a text file and attach it to this thread please
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  #17  
Old October 29th, 2007, 12:39 PM
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Default Re: make all AI\'s allied

Quote:
Wikd Thots said:
Quote:
Eljay said:
Quote:
Valandil said:
Um. Copy+paste, and increase the numbers by one each time. How hard could it be?
Even easier; put it into excel. It has an auto increment feature which allows you to drag down a list of cells and increment the contents. You could then manually delete the lines which you did not want.
Cool. Export the whole list to a text file and attach it to this thread please
I don't know about everyone else, but to me this line here sounds like a demand/order that others produce what you need for you, even after you have been provided with instructions, even fairly extensive ones that allow automating a lot of it. That sort of thing gets on the nerves fairly quickly. How about trying your own hand at it?
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  #18  
Old October 29th, 2007, 01:20 PM

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Default Re: make all AI\'s allied

Agreed that Wikd Thots is rude (habitually). However, I can't think that this could be done so easily in Excel - but I could do it in a minute or so in Perl. All I'd need is the highest nation number in the game. Do you know what it is Edi (don't have the database here)?
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  #19  
Old October 29th, 2007, 01:32 PM
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Default Re: make all AI\'s allied

The nation numbers range from 0 to 70.
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  #20  
Old October 29th, 2007, 02:06 PM
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Default Re: make all AI\'s allied

It is actually very easy to do in Excel. Just add "#allies 1 " to two cells, select, drag down until you have 70, then "#allies 2 " and so forth. Then the next column gets 1, dragged down so it autoincrements, then repeat for others. Copy paste the whole lot to a text editor and replace all tabs with a single space and eliminate the rest. Done.

Still a lot more work than with a script.
Nation numbers go from 0 to 70, with 23, 24 and 25 as special monsters and several others currently not in use. You need to refer to the DB to see which lines need to be eliminated.
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