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February 19th, 2012, 06:38 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: UnitGen - Random nations with procedural sprites!
kianduatha gave an awesome idea for naming units. Now apart from some very long nation names instead of "heavy archer", "javelineer", "spearman", "infantry", "lancer" you get stuff like (nation names bolded):
Haakagian Archer
Uzumish Chariot
Vaainine Heavy Infantry
Tenchiide Lancer
Zasisic Crossbowman
Gomirian Falchioneer
Zekkan Axe Thrower
Gomnagomish Heavy Serpent Cavalry
In the future I might make just the elites get this kind of naming. We'll see.
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February 22nd, 2012, 08:53 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: UnitGen - Random nations with procedural sprites!
23th of Feb version up.
I worked quite a bit on filters that go through units and give them stuff if they fulfill the requirements. Currently there's nothing very noticeable with this since filters are handling just bonus weapon and dual wielding generation, but those two have both changed.
Dual wielding can now convert any unit to a dualwielder instead of turning shields to onehanded weapons. This makes the 5% dual wield chance higher in effect and I'll have to consider lowering it if it generates dual wielders for nations without primitive / dualwielding / berserking tags too often.
Bonus ranged weapon generation algorithm has been changed. Nations posses a bonus weapon affinity now, which is from 0 to 1. Currently it's given completely randomly, but I'm fairly sure I'll make some tags affect this as well as possibly giving extra affinity to such bonus ranged weapons that suit the national tags. Bonus weapon affinity determines two things. How heavy units can get bonus weapons and what weapon-shield configurations can get them. Currently with an affinity of 1 you'll probably see tons of bonus weapons, but the heaviest possible units still won't get them. Also some bonus weapons (chakrams and sticks & stones) have additional limitations and standards ignore the affinity completely, but have a limit in generateability. This feature is something that will recieve tweaks at some point since it still is far from perfect.
I've also worked on trimming nation unit rosters since obviously every human nation won't have 4 ranged, 1 chariot, 4-9 infantry and 2-4 horsemen. Currently nations get 8 to 13 units if I recall correctly. This'll get heavy tweaks - currently it's a very rough algorithm, but in general generates fairly good lineups.
Elitefying some units is pretty much an obvious next step since that is heavily tied with filters. That does need a bit of extra work compared to just adding filters though.
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February 23rd, 2012, 12:29 AM
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Sergeant
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Join Date: Jan 2010
Posts: 351
Thanks: 12
Thanked 54 Times in 29 Posts
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Re: UnitGen - Random nations with procedural sprites!
Those are some really cool developments elmokki. This creation of yours is getting pretty snazzy and I, along with many others, I'm sure, look forward to its continued refinement.
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February 24th, 2012, 07:08 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: UnitGen - Random nations with procedural sprites!
Two major features shown, neither is even nearly ready enough for me to bother update the dev version.
- Commanders get ran by the elitefying filter at strength 2, giving them commandery stats and looks Sometimes there just aren't suitable helmets though, but I plan to add some light ones and a lizard full helmet one to remedy that. The tower shields there are coincidence.
- Mage generator can generate 3 tiers of mage sprites. Still needs tweaking, but results aren't bad at all right now most of the time. I do see the graphic bug on the lower row of mages, it'll get fixed.
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February 25th, 2012, 07:53 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: UnitGen - Random nations with procedural sprites!
Today I added nets and poison darts as bonus weapons, rare ones though. Net required a minor feature addition since it's a bonus weapon and should be generated as such but it replaces a shield. I saw some net cavalry and first though about removing nets from mounted units and chariots, but then again if cavalry sacrifices a shield for a net, then that's what happens. Twohanders can use net without any penalties, so it's definitely a better weapon for them. Them getting it is fairly rare though.
I also reworked Randomocalypse site name generation files and code so that it now sometimes shows both primary and secondary path of a site (if there are such) in the name and it now supports dual-path names too.
And mage generation got some work too in terms of restructuring code. I get some good looking mage setups now in terms of sprites but there's no code for magic paths yet.
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February 26th, 2012, 01:35 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: UnitGen - Random nations with procedural sprites!
http://koti.kapsi.fi/elmokki/dom3/un...26_2_12-v2.zip
I might release a v3 today if I feel productive. This includes magic paths for primary mages and one kind of secondary mage magic path set that's duplicated to every single secondary mage at the moment.
Also an easy .exe file for windows users.
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February 26th, 2012, 05:45 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: UnitGen - Random nations with procedural sprites!
http://koti.kapsi.fi/elmokki/dom3/un...26_2_12_v3.zip
18 minutes before it would've been 27_2_12.
It actually REMOVES secondary mage paths as they were bugged as hell. It has a complete rewrite of primary mage paths.
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