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  #1  
Old November 6th, 2011, 03:26 PM

elmokki elmokki is offline
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Default Re: Randomocalypse 0.3.6.0 - Now with Customocalypse

Quote:
Originally Posted by kianduatha,Nov 5 2011, 03:13 AM
FYI, major bug in 0359...cap-only sacreds get the #homecom command instead of #homemon which makes them commanders instead! Oh noes!
Fixed in 0.3.6.0 now that I finally noticed this.
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UnitGen - randomly generated nations with randomly generated sprites
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Old November 6th, 2011, 03:38 PM

elmokki elmokki is offline
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Default Re: Randomocalypse 0.3.6.0 - Now with Customocalypse

The following I think I'll add "soon". The generation of this stuff will be possible to turn off.

- Heroes/multiheroes. Just generating 3 or so per nation with some rules. This is when I or someone else bothers to make a hero unit list though. How this affects nation balance is a bit unclear, maybe it shouldn't if the heroes' magic diversity will be limited a bit.

- Ideal temperature. Gotta do some testing with temperatures, but in general some heat or some cold might be given to nations with enough stuff that gets benefits from one / penalties from the other. This might mean rebalancing of some things.

- Castle production bonus. Some super resource costly cap only sacreds might warrant this, but I don't know.

- Priests can reanimate infantry
- Priests with H3+ can reanimate longdead horsemen (MA Ermor)
- Priests can reanimate LA Pangaea style
- Priests can reanimate LA C'tis style

All of the above will drastically increase the power of priests in power calculation.
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UnitGen - randomly generated nations with randomly generated sprites
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