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Old January 27th, 2011, 02:03 AM
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NTJedi NTJedi is offline
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Default Re: RanDom v2.03 - Map gen & Semirandomizer... Updated

I've never used the semi-random myself, however I'm updating a map where it was used and discovered three things which should be considered for removal within the semi-randomizer.

1) Remove #killfeatures: I found some provinces created with this command and I feel it's a bad idea for the following reasons:
A) Removes randomly generated magic sites, thus the game is more predictable.
B) Players who use this tool frequently will know exactly what magic sites exist within provinces and thus providing them an edge as compared to players which are less familiar with the provinces created.
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2) 50+ units for one province should have a bag of wine. Too many units will sometimes cause a lack of supplies. I found several provinces where the province had many units which could cause starvation. Any province with more than 50 units should have a commander with a bag of wine... just to be safe, especially since events can drop more indepedents.

3) I found many provinces using the #xp command. I suggest a change is made where the tool will *randomly* provide 15 commanders with experience which ranges from 5 experience to 300 experience. This will allow the semi-randomizer to be more random and less predictable.
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Last edited by NTJedi; January 27th, 2011 at 02:08 AM.. Reason: #xp command
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Old January 27th, 2011, 10:31 AM
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Gandalf Parker Gandalf Parker is offline
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Default Re: RanDom v2.03 - Map gen & Semirandomizer... Updated

The things you point out are VERY true. However, they are not things about the program that can (or should) be fixed by the program.

Those are things that were used by the players who designed those province files that you have problems with. There is a tendency for people when they first start out designing provinces to want to force a image they have of that province.

More randoms are better and the SemiRand program does allow for more "semi" by allowing each province file to create sub-lists for its own design. As they progress, the people doing those files tend to do more things that make a province design more random. Provide a list of possible names for the province, a list of equipment to be randomly assigned, a list of magic sites which can be assigned to the province to fill out the 4 slots, or killing the sits there but providing a list of magic sites that fit the pattern to be selected from.

The problem is that we STILL dont have enough province designs to make SemiRand work the way it was meant to. And we have too many really REALLY special provinces. We need more filler designs. Not so deadly as to become an entire game itself to try and take it, but just a cute idea with a name to match, and guards to match, and magic sites that fit those as your reward.
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