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July 9th, 2007, 11:18 PM
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First Lieutenant
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Join Date: Jan 2007
Location: Tampa, FL
Posts: 687
Thanks: 0
Thanked 1 Time in 1 Post
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Re: RanDom v2.03 - Map gen & Semirandomizer... Upd
K, put everything back into the dominions 3 folder. Removed the new project line (left in the fiddle xp line). copied Aran.map to the semirandom folder.
Opened random, typed "aran" into the yellow box, hit semirandomize. Got the below (same as user above my earlier Fubar)
Adding stuff... /
---Error in main, line 1692: index 1 (=-1) out of range
---Error: Program stopped due to an error
---Program done, press RETURN---
Attached is the testdump, there is also a new text doc called neomatrix.txt.
I ran through your tips above and it worked though... thanks, sorry for being so thick.
Edit: Yup everything is working now. Playing a 2 player Aran @ 100% fiddle so I can have time to see the new GANs... some are very intimidating  Bout turn 20 and have seen 6 or 7 so far. One had like 300 units with hoburgs/ants and such... can't remember the name. Went down easier then i thought it would. Playing the Urdheim nation which I'm currently liking.
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July 9th, 2007, 11:36 PM
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Colonel
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Join Date: May 2005
Location: Kansas, USA
Posts: 1,538
Thanks: 289
Thanked 194 Times in 94 Posts
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Re: RanDom v2.03 - Map gen & Semirandomizer... Upd
Not sure if I am just ahead of you, but I can't see an attachment?
Anyhow, just fyi, you don't have to move the map file to the SemiRandom folder. It just needs to be a valid '.map' file in your dominions3\maps folder.
The line 1692 index error is (I suspect) related to AI nation selection settings. You may have already seen this stock answer previously, but just in case you missed it:
If I had to guess, I would say that your problem is likely tied to AI nation selection. So far there are only god files for EA (every nation in the early era except for Tir na n'Og, so check the "AI Gods" tab and be sure that EA is selected and hit the "Show Nation Configuration" button and make sure that Tir na n'Og is disabled or set to human.
The following helped Stryke11 when he was having trouble:
To let Dom3 handle start locations and AI gods:
1. Go to the 'Starts' tab
2. Uncheck 'Lock Player Counts to Nat Cfg'
3. Set 'Desired Num Players' to 0 (zero)
To use the custom start placements without using the custom AI gods:
1. Go to the 'Starts' tab
2. Uncheck 'Lock Player Counts to Nat Cfg'
3. Set 'Desired Num Players' to your desired number of players.
4. Go to the 'AI Gods' tab
5. Set 'AI Land Players' & 'AI Sea Players' to 0 (zero)
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July 9th, 2007, 11:41 PM
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Colonel
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Join Date: May 2005
Location: Kansas, USA
Posts: 1,538
Thanks: 289
Thanked 194 Times in 94 Posts
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Re: RanDom v2.03 - Map gen & Semirandomizer... Upd
I must apologize for rushing the release Sunday night.
I had intended to spend a little time on trying to determine the best default settings to cause users the least amount of trouble, but you know the saying about not being able to see the forest for the trees? 
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July 9th, 2007, 11:45 PM
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Colonel
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Join Date: May 2005
Location: Kansas, USA
Posts: 1,538
Thanks: 289
Thanked 194 Times in 94 Posts
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Re: RanDom v2.03 - Map gen & Semirandomizer... Upd
Quote:
I kept pushing Johan and Kristoffer to get a player to do the manual and Im very pleased with the results. By the time a programmer gets to releasing something he has beta-tested it to death so he can no longer think like a newbie.
Maybe someone who is just tackling your programs for the first time will keep good notes and post us a small documentation file.
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I thought that I had tricked Honeybadger into handling the documentation awhile back. I dazzled him with my archaic readme files, but he came to his senses and wandered away. 
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July 10th, 2007, 02:16 AM
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Colonel
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Join Date: May 2005
Location: Kansas, USA
Posts: 1,538
Thanks: 289
Thanked 194 Times in 94 Posts
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Re: RanDom v2.03 - Map gen & Semirandomizer... Upd
Attached to this post is a late addition.
VINESET.zip
Includes 3 new province files and an additional name set to support them.
To use:
1. Place the '.GAN' files in your GAN_BIN directory.
2. Place the '.txt' files in your NAME_VAULT directory.
3. Open the LIST_CRATE directory and open NameList.txt
4. Append the following lines:
UNOTMPFOREST_DATA1
UNOTMPFOREST_DATA2
5. Open the GanList.txt file and append the follwing lines:
VINESET1_HOT_M_R_OR_FST_S_N_L_
VINESET2_TMP_M_R_OR_FST_S_N_L_
VINESET3_CLD_M_R_OR_FST_S_N_L_
That's it.
I haven't had the pleasure of playing a map with these forest provinces in them yet, but hopefully the reward vs the fight are worthwhile without being too much.
Enjoy. 
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July 10th, 2007, 06:57 AM
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Corporal
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Join Date: Jun 2007
Posts: 50
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Re: RanDom v2.03 - Map gen & Semirandomizer... Upd
I just tried your suggestions and it did work. I got the program to randomize a map again by adjusting the AI starts. Thanks.
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July 10th, 2007, 10:00 PM
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Colonel
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Join Date: May 2005
Location: Kansas, USA
Posts: 1,538
Thanks: 289
Thanked 194 Times in 94 Posts
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Re: RanDom v2.03 - Map gen & Semirandomizer... Upd
Great! Thanks for letting me know dmentd.
I will try to at least put in some filler gods for any future releases, and I will spend a few more brain cells on default settings to help make life a little easier for everyone.
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July 11th, 2007, 02:52 AM
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Sergeant
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Join Date: Oct 2006
Location: Bay Area, CA. USA
Posts: 220
Thanks: 1
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Re: RanDom v2.03 - Map gen & Semirandomizer... Upd
What's a "name set"? That is, why is updating those three files more complicated than just putting the gans in the gan bin? For every gan I make I don't have to change the ganslist.txt and namelist.txt files do I?
PS I'm still trying to find a good fiddle ratio. I'm playing at 200% right now and at turn like 10 I have two provinces. It feels like an RPG. Every province is crazy strong. I sent my prophet and a full army to a province with just some heavy infantry and archers, and was completely decimated by a Lady of Storms and a bunch of Sylphs. 
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