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  #101  
Old July 21st, 2007, 02:37 PM
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Default Re: RanDom v2.03 - Map gen & Semirandomizer... Upd

My assumption was the same as yours. I tried to avoid using uniques in my province files because I wasn't sure, but it sounds like if the unique unit is in play anywhere in the world, then it becomes unavailable for summons.

I would say that it is working as designed from a Dom3 perspective.
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Province Editor - Custom province creation made easier.
God Editor - Custom pretender creation made easier.
Map Forge - Map editor
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  #102  
Old September 6th, 2007, 06:21 PM
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Default Custom Gods

i have a question. are the items in the custom god files what they choose to forge and equip or do they start with the items?

im guessing they start with them but wouldnt that be a little too much?
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  #103  
Old September 6th, 2007, 08:33 PM
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Default Re: Custom Gods

They start with them.
But thats basically a mappers way of further "building" the god in ways that the modders get to use. It lets us give extra powers and levels.
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  #104  
Old September 7th, 2007, 02:51 PM
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Default Re: Custom Gods

Quote:
DakaSha said:
i have a question. are the items in the custom god files what they choose to forge and equip or do they start with the items?

im guessing they start with them but wouldnt that be a little too much?
It could be too much, but it could be used to strengthen the less-powerful pretender choices. The armor-clad Lord of War would be quite a bit better if he had magical arms and armanent from the start, and perhaps a Ring of the Warrior and a Dragon Helmet as well.
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  #105  
Old September 8th, 2007, 11:43 PM

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Default Re: RanDom v2.03 - Map gen & Semirandomizer... Upd

Quote:
jutetrea said:
Also, Anyone found a way to stimulate AI site searching?
In a custom map I'm playing the AI was given a huge lead and during the game the AI gem income spiked significantly after it casted Strands of Arcane Power and for some reason seems to have gained a larger gem *increase* almost each turn after it casted Arcane Nexus. My guess is more astral income led to more acashic record searches. Therefore, an AI pretender given 4+ in most/all magic paths with a healthy income of astral should find more sites if it does decent research progress. From a player's persepective, the spike and rapid increases seem scary at first. Eventually one realizes the AI is still inefficient with gems and still has the same tactical weaknesses. The AI dominating the globals also protects it from the player better.

However, once this gem income source is discovered the human will likely focus on conquering it for their own use. Maybe an AI territory with high astral income that can only be teleported into and have it guarded by numerous horrors and guards? Perhaps an easier way would be a mod with L0 Acashic Record costing 1 pearl available only for the AI nations, but then it's not just a simple map file.
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  #106  
Old September 19th, 2007, 12:24 PM

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Default Re: RanDom v2.03 - Map gen & Semirandomizer... Upd

hi everybody, im not sure whether this is the right place to ask this question, sorry if it isnt.

when i create [execute] a map with semirandom ver. 2.03 and then click on [semi randomize], it says:

ups, something is shiny ...
and then "error in main, line 1692: index 1(=-2) out of range"

could anybody help me?
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  #107  
Old September 19th, 2007, 03:20 PM
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Default Re: RanDom v2.03 - Map gen & Semirandomizer... Upd

You are in the right place Morbius.

Here is kind of the stock request:
It would be a great help if you could send me the file "TESTDUMP.txt" located in your SemiRandom directory to semirand-AT-dom3minions.com. This only records data from the last run of SemiRandom, so if you have run subsequent maps through it without an error, it won't do any good to send it.


If I had to guess, I would say that your problem is likely tied to AI nation selection. So far there are only god files for EA (every nation in the early era except for Tir na n'Og, so check the "AI Gods" tab and be sure that EA is selected and hit the "Show Nation Configuration" button and make sure that Tir na n'Og is disabled or set to human.


The following helped Stryke11 when he was having trouble:
To let Dom3 handle start locations and AI gods:
1. Go to the 'Starts' tab
2. Uncheck 'Lock Player Counts to Nat Cfg'
3. Set 'Desired Num Players' to 0 (zero)

To use the custom start placements without using the custom AI gods:
1. Go to the 'Starts' tab
2. Uncheck 'Lock Player Counts to Nat Cfg'
3. Set 'Desired Num Players' to your desired number of players.
4. Go to the 'AI Gods' tab
5. Set 'AI Land Players' & 'AI Sea Players' to 0 (zero)
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Province Editor - Custom province creation made easier.
God Editor - Custom pretender creation made easier.
Map Forge - Map editor
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  #108  
Old September 20th, 2007, 09:01 AM

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Default Re: RanDom v2.03 - Map gen & Semirandomizer... Upd

thanks a lot for your swift and detailed reply

and also for your offer to look into the testdump file.
i greatly appreciate that!

it might not be necessary, though, since your explanations about not turning on the Tir na n'Og AI should be sufficient.
that was a mistake i made, since i did turn it on!

im playing on the semirandomized map nonetheless, and it seems to work just fine.
i play Tir na n'Og, by the way.
dont know why i turned on the AI, since i wanted to play that nation myself anyway

if you want me to send you the testdump file even though i have already found -- thanks to your help -- the mistake that caused the error, i will of course gladly send it to you anyway.

thanks again,
i greatly appriciate your help
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  #109  
Old September 20th, 2007, 02:36 PM
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Default Re: RanDom v2.03 - Map gen & Semirandomizer... Upd

Glad you got it working.
Sending the file won't be necessary.
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Province Editor - Custom province creation made easier.
God Editor - Custom pretender creation made easier.
Map Forge - Map editor
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  #110  
Old October 31st, 2007, 05:15 AM

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Default Re: RanDom v2.03 - Map gen & Semirandomizer... Upd

Downloaded 2.03 and I am a bit stumped.

I keep getting no GANPLAINS file error. So where do I get it?
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