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  #1  
Old October 20th, 2011, 12:16 PM

Valerius Valerius is offline
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Default Re: Randomocalypse 0.2.0 - Random nation generator

Ok, I'll run some more tests later and let you know the results (it's quite fun - like rolling D&D characters) but I forgot to mention that I also had CBM 1.92 active on the off chance that is an issue.
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  #2  
Old October 20th, 2011, 12:28 PM

elmokki elmokki is offline
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Default Re: Randomocalypse 0.2.0 - Random nation generator

Quote:
Originally Posted by Valerius View Post
Ok, I'll run some more tests later and let you know the results (it's quite fun - like rolling D&D characters) but I forgot to mention that I also had CBM 1.92 active on the off chance that is an issue.
It shouldn't affect troop amounts. The biggest reason it should be enabled is balance: for example Daughter of Avalon gets buffed fairly heavily (and deservedly).
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UnitGen - randomly generated nations with randomly generated sprites
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  #3  
Old October 20th, 2011, 12:51 PM
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Foodstamp Foodstamp is offline
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Default Re: Randomocalypse 0.2.0 - Random nation generator

Elmokki,

Should this bit...

(278 2 0 0,6)

be...

(278 2 0 0,.6)

Maybe?

Just guessing from the info you provided, so I may be way off.
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  #4  
Old October 20th, 2011, 01:39 PM

elmokki elmokki is offline
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Default Re: Randomocalypse 0.2.0 - Random nation generator

Quote:
Originally Posted by Foodstamp View Post
Elmokki,

Should this bit...

(278 2 0 0,6)

be...

(278 2 0 0,.6)

Maybe?

Just guessing from the info you provided, so I may be way off.
No, (278 2 0 0,6) is correct. For some reason C# likes to print out and convert string to number with , as the decimal marker while inside code the decimal marker is . so therefore it's 0,6 as in 0.6

This is also the reason I couldn't just print out the nation colors (Dom3 reads them with . as decimal marker) without actually swapping the , to .

The syntax is:

278: Unit id (Jotun Spearman)
2: Power (1-5, decimals are okay but marked with ,)
0: Cap only or not, 0 being not and 1 being yes. Defaults to 0 if left out but if you leave it out you can't write anything else to that line.
0,6: PD/Start army multiplier of 0.6. Basically this means you'll get 0.6*10 = 6 units per 10 PD or 6 units of this to starting army. Multiplier of 0 means the unit can't be in starting army or pd. Defaults to 1 if left out.

Starting army algorithm tries to get the heavy infantry with the multiplier closer to 1. There's always one with multiplier that isn't 0, but sometimes that's the only unit or both units are giants or something with an abnormal multiplier.

That said, same goes for ranged. There are fairly many slingers and they've got an multiplier of 2
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  #5  
Old October 21st, 2011, 05:00 AM

elmokki elmokki is offline
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Default Re: Randomocalypse 0.2.4 - Random nation generator

I heard a bug of generator generating same nations repeatedly. I added an ability to give a custom seed to help with that to some extent.

Also remember that you can change most of the aspects of the generator if you feel like the nations aren't suitable. Just open weight.txt or unit lists in /unitlists/ folder and get working.

weight.txt explains things fairly well, unit lists' syntax is for example:

278 2 0 0,6
-----------------------------
278: Unit id (Jotun Spearman)
2: Power (1-5, decimals are okay but marked with ,)
0: Cap only or not, 0 being not and 1 being yes. Defaults to 0 if left out but if you leave it out you can't write anything else to that line.
0,6: PD/Start army multiplier of 0.6. Basically this means you'll get 0.6*10 = 6 units per 10 PD or 6 units of this to starting army. Multiplier of 0 means the unit can't be in starting army or pd. Defaults to 1 if left out.


the generated randomocalypse.dm also has debug data for nations. All this combined you can probably create parameters that give more balanced nations than it currently does. If you think you do find such parameters, do post them please!
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  #6  
Old October 21st, 2011, 03:59 PM

elmokki elmokki is offline
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Default Re: Randomocalypse 0.2.5 - Random nation generator

0.2.5 released.
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