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Old August 24th, 2012, 10:23 AM

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

http://koti.kapsi.fi/~elmokki/dom3/u...en_24_8_12.zip

Fairly long list of changes, nothing hugely revolutionary per se though

Features:
- Added a pile of commands to affect sacred quality, mage paths, filter probabilities, troop type distribution and special monster (hydras etc) chances on nations based on the primary race. See races.txt.
- Items may use #description "stuff" that will be shown in advanced descriptions. This is currently used mostly for the mounts that make the unit leave a mount behind after death.
- Special monsters actually show up on both advanced descriptions and summaries.
Balance and content:
- Added salamander and mammoth special monsters (abysian and caelian exclusives)
- Added mechanized ant, mosquito and spider mounts for hoburgs. Thanks to kianduatha for comments on balance and ideas on their funky weapons.
- Weakened Abysian fossil and scorpion cavalry. All weapons have lower attack bonuses, fossilized sword does less damage and the fossil cavalry has higher encumberance.
- Cheapened human cavalries slightly.
- Made agarthan sacreds somewhat more expensive.
- Used the new race based nation generation commands to make some unit types less common for some races, made hoburgs gain more fabulous things and made abysians and atlanteans usually have slightly less magic spread.
- Hoburgs also have a hugely increased chance to get shapeshifts, especially metal men (still not massive or anything)
- Abysians and Atlanteans get shapeshifts slightly more rarely.

I'll try to add this to patch notes from now on since sometimes seeds won't break or will only break partially. These will always just be guesstimates though.
How about old seeds? Totally broken.
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UnitGen - randomly generated nations with randomly generated sprites
http://forum.shrapnelgames.com/showthread.php?t=48341
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