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Looking for instructions on how to develop GOD files, include them in the GOD_BIN and then most importantly which settings on RanDom affect how god's are chosen.
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Developing GOD files is very similar to developing GAN files. Let's say you wanted to create a custom god for early era Arcoscephale...
Create a text file and rename it to:
JUTETREA1_0_A_EA_.god
The format is:
<author><index>_<nation#>_<add/replace>_<era>_.god
A little more explanation:
<author>
--> self explanatory.
<index>
--> Whatever works for you, but I started with '1', then if I created a 2nd god for a nation, I advanced this to 2. You can use whatever system works best for you. It is really just a way to help insure a unique name for the file.
<nation#>
--> A valid nation number. Gandalf has posted a list of nations & numbers here:
http://www.dom3minions.com/docs/nations.txt
<add/replace>
--> '_A_' = add the units included in this god file to this nation's starting province. '_R_' = replace the nations's starting units with those included in this god file.
<era>
--> '_EA_' = early era, '_MA_' = middle era, '_LA_' = late era.
To fill your shiny new file with meaty god-like goodness, you can use the Province Editor to help with some of the coding if you would like to use it to add bodyguards &/or units, magic items, additional magic sites, etc, and then just copy the code from there and paste it into your god file. You will still have to do some manual editing however.
An example Arcoscephale god file follows:
Code:
#god 0 156 -- Arcoscephale CYCLOPS
@RANDOM comname COMMANDER
#clearmagic
#mag_fire 4
#mag_earth 5
#additem "Shield of Gleaming Gold" -- hand slot
#additem "Frost Brand" -- hand slot
#additem "Horror Helmet" -- head slot
#additem "Copper Plate" -- body slot
#additem "Birch Boots" -- feet slot
#additem "Girdle of Might" -- misc slot
#additem "Amulet of Missile Protection" -- misc slot
#dominionstr 0 10
#scale_chaos 0 -2
#scale_lazy 0 -1
-- #scale_cold 0 0
#scale_death 0 -2
-- #scale_unluck 0 0
#scale_unmagic 0 2
-- 4 points left if we were dormant...
The key line above is the first line.
#god 0 156
#god <nation#> <unit#>
And the dominion & scale lines:
#dominionstr 0 10
#dominionstr <nation#> <dominion strength>
#scale_chaos 0 -2
#scale_<scale> <nation#> <value>
(Note that this looks confusing, but it really isn't that bad once you figure it out. See the dom3 map editing manual and other god files to get a better feel for how it works.)
The lines that start with '--' are just comment lines, and are ignored by dom3.
A more complex god file with a little bit of additional boost follows:
BALL2_1_A_EA_.god
Code:
#knownfeature 340 -- The Crypt Underneath
#god 1 994 -- Ermor Special: EATER OF THE DEAD
@RANDOM comname COMMANDER
#clearmagic
--#mag_fire 0
--#mag_air 0
--#mag_earth 0
#mag_astral 9
#mag_death 9
--#mag_nature 0
#additem "Bane Venom Charm" -- misc slot
#additem "Amulet of Antimagic" -- misc slot
#dominionstr 1 10
#scale_chaos 1 1
#scale_lazy 1 -1
#scale_cold 1 1
#scale_death 1 3
#scale_unluck 1 -2
#scale_unmagic 1 -3
-- Unpredictable prelude of things to come...
#bodyguards 10 185 -- Bane
#units 20 185 -- Bane
#units 20 185 -- Bane
Notice how it includes an additional magic site & bodyguards & units... how the eater of the dead will act over time, well, that remains to be seen.
Finally, you need to add the god file name to '\SemiRandom\LIST_CRATE\GodList.txt' file so that SR knows that it is there.
On the 2nd part of your question:
1. #start locations are placed for human players. (desired num players - aiplayers)
2. #specstart locations (nation specific) locations are placed randomly for ai nations. Random location is picked, and then a random nation from the enabled ai nations, then finally a random god from the available god files for that nation.
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For example, I set a small 80 map to 50% fiddle, 2 land, 3 seastarting locations, 2 Land AI, 2 Sea AI. The gods somehow broke it, seems it chose 4 versions of the same god (Arco) and then since it was random when it didn't pick arco it CTD'd. Manually chose Arco and it still popped. Had to delete all god files and it worked fine (although it only made 4 starting locations and started MA Ry'leh out on land)
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I'm not sure what happened, but here are some gotchas:
1. Make sure you are using 'EA' (early era) for now as there are no god files for other eras yet (afaik!). Also, make sure that all of the nations that you are setting to AI have a god file. (Tir na n'Og is the only EA nation that I have not created a god file for yet.)
2. Make sure that you are setting 'Max Sea Starts' to a value equal to or greater than the number of sea nations you want. This is automatic if you have the 'Lock Player Counts to Nat Cfg' check box checked and are using the Nation Cfg sliders.
Let me know if that doesn't help, and if you are still having problems, attach the SR'd map file and TESTDUMP.txt.
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Also, Anyone found a way to stimulate AI site searching? Or a way to make an AI conquered province always reveal on kill or "always known"?
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Not to my knowledge.
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Would it break the game to have every site in the world pre-known? I'm figuring it would simplify things a bit, but would boost the AI more than humans since humans (or at least me) make it a priority to site search anyway? Would also reduce Micro quite a bit. Going to try a test game and find/replace all #feature with #knownfeature and see what happens.
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I wouldn't think that it would break the game, but not to my taste.
I like a little mystery & micro. (Ok, very little micro...
) I would think it would certainly boost the AI somewhat, but the human would benefit as well, so it probably would even out?