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November 4th, 2011, 04:09 AM
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Second Lieutenant
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Join Date: Aug 2008
Posts: 408
Thanks: 11
Thanked 209 Times in 57 Posts
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Re: Randomocalypse 0.3.5.8 - Now with Customocalypse
Quote:
Originally Posted by Korwin
Trying the customocalypse.bat out.
Got it to add special units, priests, troops, sacreds. But not mages?
Used this syntax: "set, primage, 1937, 0"
It did not work. I did not get an error, like with the termage (there I got, could not add secondary mage, without primary mage...)
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Starets is defined only as cap only version, so you can't add it as non cap-only. There's no error message obviously, but that's the reason it happens.
Customocalypse magic site generation is broken in 0.3.5.8. It's fixed in whatever I got on my computer though. More than that I doubt I'll do since the current implementation is just far too cumbersome to use and I can't be arsed to make a graphical user interface.
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November 4th, 2011, 06:30 AM
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Second Lieutenant
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Join Date: Aug 2008
Posts: 408
Thanks: 11
Thanked 209 Times in 57 Posts
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Re: Randomocalypse 0.3.5.9 - Now with Customocalypse
0.3.5.9 released without any major additions.
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November 4th, 2011, 12:48 PM
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Second Lieutenant
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Join Date: Oct 2010
Posts: 450
Thanks: 28
Thanked 11 Times in 9 Posts
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Re: Randomocalypse 0.3.5.9 - Now with Customocalypse
Download link not working for me.
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November 4th, 2011, 01:22 PM
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Second Lieutenant
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Join Date: Jun 2009
Posts: 403
Thanks: 15
Thanked 28 Times in 21 Posts
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Re: Randomocalypse 0.3.5.9 - Now with Customocalypse
Yeah he just forgot that he added an underscore. This should work http://nikita.tnnet.fi/~elmokki/rand...lypse_0359.zip
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November 4th, 2011, 01:26 PM
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Second Lieutenant
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Join Date: Oct 2010
Posts: 450
Thanks: 28
Thanked 11 Times in 9 Posts
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Re: Randomocalypse 0.3.5.9 - Now with Customocalypse
Quote:
Originally Posted by kianduatha
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Reposting correct link from other forum
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November 6th, 2011, 03:26 PM
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Second Lieutenant
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Join Date: Aug 2008
Posts: 408
Thanks: 11
Thanked 209 Times in 57 Posts
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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!
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Fixed in 0.3.6.0 now that I finally noticed this.
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November 6th, 2011, 03:38 PM
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Second Lieutenant
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Join Date: Aug 2008
Posts: 408
Thanks: 11
Thanked 209 Times in 57 Posts
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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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November 7th, 2011, 05:22 PM
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Second Lieutenant
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Join Date: Aug 2008
Posts: 408
Thanks: 11
Thanked 209 Times in 57 Posts
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Re: Randomocalypse 0.3.6.1 - Pile of new features
0.3.6.1 released with blood sac, reanimation and idealcold.
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November 16th, 2011, 10:43 AM
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Second Lieutenant
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Join Date: Aug 2008
Posts: 408
Thanks: 11
Thanked 209 Times in 57 Posts
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Re: Randomocalypse 0.3.6.1 - Pile of new features
0.3.6.2 released with the very minor addition of ability to toggle using #com and #mon instead of #homecom and #homemon, ie allowing cap onlies to be recruited from conquered capitals.
This is adjustable from weight.txt
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November 16th, 2011, 11:05 AM
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Shrapnel Fanatic
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Join Date: Oct 2003
Location: Vacaville, CA, USA
Posts: 13,736
Thanks: 341
Thanked 479 Times in 326 Posts
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Re: Randomocalypse 0.3.6.1 - Pile of new features
This is cool. Ive written something like it for myself but yours is much better for solo play
__________________
-- 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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