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  #1  
Old July 18th, 2012, 12:18 PM

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

Advanced descriptions were less work than I thought to finish. Here's an example http://koti.kapsi.fi/~elmokki/dom3/unitgen/example.txt

They should show all the stuff UnitGen generates, but some filters may be bugged, it may be unclear sometimes with filter stacking and it requires updating to advdescriptions.txt at /nations/ when new filters are added.

http://koti.kapsi.fi/~elmokki/dom3/u...18_7_12-v2.zip

This should be a good feature for picking nations.
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  #2  
Old July 18th, 2012, 12:45 PM

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

Water and Air were switched up on the non-random part of advanced descriptions. Fixed to the same build linked above. Won't break seeds.
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  #3  
Old July 19th, 2012, 12:26 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_19_7_12.zip

Mage filters were applied two times. All of them. That's the reason for double filters on adv descriptions on mages.

Also some bugs with custom items becoming magic items were hopefully fixed.
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  #4  
Old July 19th, 2012, 03:30 PM

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



Next version!
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  #5  
Old July 20th, 2012, 03:22 PM

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Default Re: UnitGen - Random nations with procedural sprites!

http://koti.kapsi.fi/~elmokki/dom3/u...en_20_7_12.zip

- Fixed a really major bug concerning secondshapes, their gold costs and wether they should or should not revert back.
- Spritegen works. Same bugs as before, but at least it starts again.
- Added bear cavalry!
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  #6  
Old July 28th, 2012, 06:37 AM

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

Several years ago DrP was working on a price list for designing your own nation. So, just like you spend points on your pretender you could do the same for your nation. I don't remember how far he got in that project, and in any case I don't think there was a program that would generate the nation in the way your programs do.

So it occurred to me that randomly generated nations are fun but I can also see designing your own nation, in the same way you design your pretender or a character in an RPG, could be quite fun. I mention it because it seems like you've got a lot of pieces in place for such a program. You have a routine to generate sprites (that's a big one), to create the mod nation, and even a weighting system to assign values to different aspects of the nation.

Could you use that core and have a different front end that would let you build the nation to your specifications? For instance, you could choose Caelians as the race, F and N as the magic (cost would vary depending on path, highest level possible and if it was a cap only mage), and specials such as magic weapons or a boar riding wingless sacred unit.

Of course players would try to game the system but they'd be working from the same set of rules and you could always adjust point values if, for instance, everyone ends up with flying astral nations.

I'm sure I'm making it sound simpler than it is and it would probably require a lot of work but I know you work on things when you get bored so if you get bored and want try something new I think this could be interesting.
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Old July 28th, 2012, 06:51 AM

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

Quote:
Originally Posted by Valerius View Post
Several years ago DrP was working on a price list for designing your own nation. So, just like you spend points on your pretender you could do the same for your nation. I don't remember how far he got in that project, and in any case I don't think there was a program that would generate the nation in the way your programs do.

So it occurred to me that randomly generated nations are fun but I can also see designing your own nation, in the same way you design your pretender or a character in an RPG, could be quite fun. I mention it because it seems like you've got a lot of pieces in place for such a program. You have a routine to generate sprites (that's a big one), to create the mod nation, and even a weighting system to assign values to different aspects of the nation.

Could you use that core and have a different front end that would let you build the nation to your specifications? For instance, you could choose Caelians as the race, F and N as the magic (cost would vary depending on path, highest level possible and if it was a cap only mage), and specials such as magic weapons or a boar riding wingless sacred unit.

Of course players would try to game the system but they'd be working from the same set of rules and you could always adjust point values if, for instance, everyone ends up with flying astral nations.

I'm sure I'm making it sound simpler than it is and it would probably require a lot of work but I know you work on things when you get bored so if you get bored and want try something new I think this could be interesting.
It's been suggested a couple of times before already, but essentially such system would require so much user interface coding that it's fairly unlikely I'd ever bother.

I mean, it'd be all about a) tons of user interface code and b) tons of code that tries to keep the nations balanced

Even if I bothered making the user interface, the balance code itself would be hell of a lot of work. UnitGen has very few balancing code lines and even Randomocalypse only took very little into account to prevent too powerful synergies. Those synergies would be all over the place with design-your-own-nation system.

Of course if anyone wants UnitGen source code to work with - I do warn though, many parts are totally uncommented and the code varies from terrible to decent - I'm happy to share it.

What it will do without a hitch is draw anything current UnitGen is equipped to draw and write units with given commands. Nations themselves are doable, but would need some tweaking.

EDIT: It's in Java, but I'm pretty sure any potential person knows it already.
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  #8  
Old July 28th, 2012, 07:21 AM

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Default Re: UnitGen - Random nations with procedural sprites!

I made a thread on the other forum regarding pricing, but the pricing would probably need to be so complex that I'd just get frustrated trying to invent algorithms.
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  #9  
Old July 29th, 2012, 05:48 AM

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Default Re: UnitGen - Random nations with procedural sprites!

http://koti.kapsi.fi/~elmokki/dom3/unitgen...gen_29_7_12.zip

- Fixed custom weapon generation failures
- Added some #onebattlespell mage filters
- Made unit descriptions primarily triggering of filters (filterdescriptions.txt) and from commands only if no filter explained that command. This is primarily awesome for stuff that gives multiple commands that are describe-worthy. Like glamour always gave stealth and got descriptions for both stealth and glamour. Now it'll just see there's glamour filter applied and tells the filter description and skips the command descriptions.
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  #10  
Old July 30th, 2012, 06:53 PM

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Default Re: UnitGen - Random nations with procedural sprites!



Work in progress!

I still want to do some code changes so I can make their primary mages / sacreds bigger agarthans and their mage gear selection is too small at the moment too.

Oh yeah, and those javelineers there have 12 ammunition javelins and no proper melee weapon. I wanted some other ranged choice to go alongside boulders. That particular sacred (bronze armored one) wasn't even too bad with 11 base precision and magical poison javelins.
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