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  #1  
Old April 13th, 2012, 12:04 PM
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Ragnarok-X Ragnarok-X is offline
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Default Re: UnitGen - Random nations with procedural sprites!

Thanks for the update.
Regarding #skipchance, thanks for letting me know. However, i dont plan on using it anytime soon since i actually had to create 4 batches of 10 nations until the tiger showed up. If at all, i need a way to increase the spawn.
I asumme i can set the tiger to "animal tiger" and use "preferredmount tiger" in the nation files, or do new pref-mounts dont work, i.e. is it hardcoded for serpent, horse, boar and stuff ?

Regarding min/max protection, am i right in assuming its referring to the base units prot values ? i.e. using only maxprot 15 will force the game to ONLY spawn this mount if the mounted unit has a prot no higher than 15 ?
If so, what will it do if the mounted unit has a prot outside the mounts specified value ?

Lastly, can you elaborate on the "naked unit" thingy again ? What exactly is wrong with it ? Do you mean the units price is too low and i need to add a certain to the mount ?

Then, what is your stance on secondshape ?
Horse units, when killed, dont spawn the horse. Lizards and snakes however create the animal unit once the rider is killed.
How do YOU want it to be with tigers, jaguars, wyvern (and im going to add bears and nightmares later) ? Should they have a secondshape on death or not ?


Can you be found in IRC or some messenger more regulary than on this forum ?
Can you release a new version of spritegen with the fixed wyvern bug so i can continue adding things on a updated version ?
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  #2  
Old April 13th, 2012, 01:28 PM

kianduatha kianduatha is offline
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Default Re: UnitGen - Random nations with procedural sprites!

Quote:
Originally Posted by Ragnarok-X View Post
Thanks for the update.
Regarding #skipchance, thanks for letting me know. However, i dont plan on using it anytime soon since i actually had to create 4 batches of 10 nations until the tiger showed up. If at all, i need a way to increase the spawn.
I asumme i can set the tiger to "animal tiger" and use "preferredmount tiger" in the nation files, or do new pref-mounts dont work, i.e. is it hardcoded for serpent, horse, boar and stuff ?

Regarding min/max protection, am i right in assuming its referring to the base units prot values ? i.e. using only maxprot 15 will force the game to ONLY spawn this mount if the mounted unit has a prot no higher than 15 ?
If so, what will it do if the mounted unit has a prot outside the mounts specified value ?

Lastly, can you elaborate on the "naked unit" thingy again ? What exactly is wrong with it ? Do you mean the units price is too low and i need to add a certain to the mount ?

Then, what is your stance on secondshape ?
Horse units, when killed, dont spawn the horse. Lizards and snakes however create the animal unit once the rider is killed.
How do YOU want it to be with tigers, jaguars, wyvern (and im going to add bears and nightmares later) ? Should they have a secondshape on death or not ?


Can you be found in IRC or some messenger more regulary than on this forum ?
Can you release a new version of spritegen with the fixed wyvern bug so i can continue adding things on a updated version ?
Elmokki can be found most of the time on IRC, the standard gamesurge #dominions channel.

I am fairly confident that whatever you prefer in terms of hte secondshape will be fine; if it turns out to be unbalanceable it'll be changed.

Naked/very lightly armored units get up to a 30% price decrease automatically because that rough idea is also present in baseline dom3. Light cav therefore automatically costs less than heavy cav and so on.

Max/minprot are there so you can say that naked people shouldn't be riding heavily barded horses--currently horse cav is split up into light cav(unarmored horses) medium(like light cataphracts etc) and heavy, each with even their own equipment sets(to prevent 'naked guy with a lance' etc. Protection values generally conform to the actual protection, i.e. after base prot and armor have been taken into account.
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  #3  
Old April 13th, 2012, 04:06 PM

elmokki elmokki is offline
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Default Re: UnitGen - Random nations with procedural sprites!

http://koti.kapsi.fi/elmokki/dom3/un...en_13_4_12.zip

I'll probably forget something but:
- SpriteGen gets a x/y sliders for mount offsets. This is purely cosmetical and meant to help getting mount sprites to correct places. Won't happen for other items for now because that's slightly more problematic.
- UnitGen accepts seeds. It should theoretically generate the same set of nations if you create a mod with same amount of nations and
- Item #skipchances have been replaced with the #basechance commands which work like filters, ie if you don't specify anything item's weigth for randomizing is 1, if you specify something, that is used. And item has chance of weight/(all weights) to be chosen.
- Tweaks. Bonus weapons seemed somewhat broken so I fixed them. Also gave Abysians a special feature which should make bonus weapons on them more common even with a bit heavier armor.
- Only tengu commanders and sacreds get the lightning strike. This is a special racial command too and customizable
- Added settings.txt where you can edit some settings. More editable stuff will probably come eventually.
- Added a pile of mounts for humans by Ragnarok-X
EDIT: Sacred commanders should also be able to get H1 occasionally.

It crashes occasionally (but is very usable anyway since it isn't that common) on generation, gonna fix it later.
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UnitGen - randomly generated nations with randomly generated sprites
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  #4  
Old April 14th, 2012, 12:16 PM

elmokki elmokki is offline
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Default Re: UnitGen - Random nations with procedural sprites!

http://koti.kapsi.fi/~elmokki/dom3/u...en_14_4_12.zip

Raiel had the awesome notion of giving a possibility of generating each nation with a separate seed. This was a brilliant idea, since now we have a concept for one more cheat preventing multiplayer method: allow players generate nations until they find one they like and then just make a mod with all the seeds players have submitted. Alternatively you could use the old semi-blind selection but just generate like 200 nations and then build a new mod on their seeds. This feature is disabled by default but the .dm file will always contain randomly chosen nation seeds if you wish to reproduce your random nations later. You can enable this and some other new interface related stuff at settings.txt

Changelog roughly:
- More awesome new mounts for humans and hoburgs by Ragnarok-X, including for example ozelotl (the flying tiger), beast bat, amphithetre and moose.
- Some name/description stuff by Ragnarok-X
- Normal/sacred commanders sometimes (relatively often) get higher maximum leadership
- Mounted hoburgs can't get tower shields (such a huge change!)
- Settings.txt contains some stuff that may or may not make life easier
- You can generate mods with each nation having a different seed (see the above small wall of text)
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  #5  
Old April 14th, 2012, 03:48 PM

elmokki elmokki is offline
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Default Re: UnitGen - Random nations with procedural sprites!

http://koti.kapsi.fi/~elmokki/dom3/u...14_4_12-v2.zip

Earlier version broke ranged naming, it's fixed now along with some other very minor fixes.
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