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April 19th, 2004, 09:26 PM
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Shrapnel Fanatic
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Join Date: Oct 2003
Location: Vacaville, CA, USA
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Re: Suqqestions for new modding commands
Quote:
Originally posted by Vicious Love:
The ability to randomize certain stats, rather than just spell picks
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Ive been debating moving from the random map scenario area (writing programs which write random surprises to the .map file) into the random mod area. Since the .dm file is a text file it shouldnt be any harder to write a program to randomize as much as possible without adding new units.
I havent really looked at mod commands but dont they allow you to change stats and add abilitys to units in the game without having to dupe them first? The description might say that an experiment into a new global spell went terribly terribly wrong. Count 1 to 1087 (number of units in the game) and randomly alter 1 thing. I think it would be fun to jump into the game and checkout your troops to see what you gained and lost, discover what independents are now easy or hard, find out if all that expense on that summons was a horrible waste or a wonderful surprise.

[ April 19, 2004, 20:27: Message edited by: Gandalf Parker ]
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-- DISCLAIMER:
This game is NOT suitable for students, interns, apprentices, or anyone else who is expected to pass tests on a regular basis. Do not think about strategies while operating heavy machinery. Before beginning this game make arrangements for someone to check on you daily. If you find that your game has continued for more than 36 hours straight then you should consult a physician immediately (Do NOT show him the game!)
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April 19th, 2004, 09:37 PM
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National Security Advisor
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Join Date: Sep 2003
Location: Eastern Finland
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Re: Suqqestions for new modding commands
As always, Gandalf's random are interesting. That wouldn't work for all people, though... And you could of course be just majorly handicapped. Also, what about your pretender? Would you see the randomization before or after the creation?
(I shudder to see what happens if Gandalf ever makes a program that mods EVERYTHING in the game in a random way. Random sites everywhere doing random things, random items everywhere doing random things and giving out random afflictions... That will make interesting singleplayer, though!)
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April 19th, 2004, 10:32 PM
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Sergeant
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Join Date: Sep 2003
Location: Norway
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Re: Suqqestions for new modding commands
Quote:
Originally posted by Gandalf Parker:
I havent really looked at mod commands but dont they allow you to change stats and add abilitys to units in the game without having to dupe them first? The description might say that an experiment into a new global spell went terribly terribly wrong. Count 1 to 1087 (number of units in the game) and randomly alter 1 thing.
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A quick hack, which only makes changes to the units stats: http://home.Online.no/~rmoldskr/Dominions/RandomMod.pl
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"Freefall, my old nemesis! All I have to do is activate my compressed gas rocket boots and I will cheat you once again! Belt control ON!…On?" [i]Othar Trygvasson[i]
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April 19th, 2004, 10:46 PM
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Corporal
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Re: Suqqestions for new modding commands
Well Gandalf...
code:
x == 1
for x
write (#select monster) x
write random (#ambidextrous -- #wastesurvival), //perhaps excluding magic
paths and giving predesignated values for those abilities that need them,
like berserk would always be 3 and a standard
would always be 7
write (#end)
while x < 1087
Please excuse my horrible attempt at pseudo-code.
Just adding the abilities wouldn't be hard. You teach me to code and I'll do it myself. Modifying the stats would be a little more tricky, as there's no way one can tell what an unit's orginal stats are. Perhaps one can throw in some predefined stat values that are either very useful, or catastrofic for most units. Like #enc 20 or #enc 0.
Even without real value randomizing, it'll be very fun to find out that your hoplites have a disease cloud, your mystics are beserkers, your astrologers trample, and that standard indy militia is immortal. Oh screw this, make it 2 random abilities/ commander
fixed my screwed code tag
[ April 19, 2004, 21:48: Message edited by: Tuna-Fish ]
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April 19th, 2004, 11:06 PM
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Shrapnel Fanatic
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Join Date: Oct 2003
Location: Vacaville, CA, USA
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Re: Suqqestions for new modding commands
Quote:
Originally posted by Tuna-Fish:
Just adding the abilities wouldn't be hard. You teach me to code and I'll do it myself.
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Your psuedo code looks close enough to me. I dont think you want an old geezer like me to teach you. But if you want to do it my way just go to www.yabasic.org or the xbasic site (if you prefer a visual environment) and download a free BASIC programming language.
(yes yes I know. Or perl, or python, or scheme, or a hundred other free Languages)
Quote:
Modifying the stats would be a little more tricky, as there's no way one can tell what an unit's orginal stats are. Perhaps one can throw in some predefined stat values that are either very useful, or catastrofic for most units. Like #enc 20 or #enc 0.
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I wouldnt care what it was to start with. The idea is that if it equally messes with everything in the game then it will balance (kindof). I was thinking of something like a random stat being assigned a random number, with a slight chance of getting some ability added.
[ April 19, 2004, 22:08: Message edited by: Gandalf Parker ]
__________________
-- DISCLAIMER:
This game is NOT suitable for students, interns, apprentices, or anyone else who is expected to pass tests on a regular basis. Do not think about strategies while operating heavy machinery. Before beginning this game make arrangements for someone to check on you daily. If you find that your game has continued for more than 36 hours straight then you should consult a physician immediately (Do NOT show him the game!)
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April 19th, 2004, 11:21 PM
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Sergeant
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Re: Suqqestions for new modding commands
I've whipped up a simple script to create such a random mod, and included it with my DomScripts.zip file on my homepage.
The script, named RandomUnitsMod.pl, basically changes one randomly selected stat for every unit to a random value, one quarter of the units also gets a randomly selected new weapon and half the units gets a randomly selected new ability.
__________________
"Freefall, my old nemesis! All I have to do is activate my compressed gas rocket boots and I will cheat you once again! Belt control ON!…On?" [i]Othar Trygvasson[i]
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April 20th, 2004, 02:17 AM
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Shrapnel Fanatic
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Join Date: Oct 2003
Location: Vacaville, CA, USA
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Re: Suqqestions for new modding commands
Quote:
Originally posted by Leif_-:
I've whipped up a simple script to create such a random mod, and included it with my DomScripts.zip file on my homepage.
The script, named RandomUnitsMod.pl, basically changes one randomly selected stat for every unit to a random value, one quarter of the units also gets a randomly selected new weapon and half the units gets a randomly selected new ability.
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Man I gotta watch out what ideas I leave laying around (just kidding). Great work. I added it to my links page.

__________________
-- DISCLAIMER:
This game is NOT suitable for students, interns, apprentices, or anyone else who is expected to pass tests on a regular basis. Do not think about strategies while operating heavy machinery. Before beginning this game make arrangements for someone to check on you daily. If you find that your game has continued for more than 36 hours straight then you should consult a physician immediately (Do NOT show him the game!)
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