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  #121  
Old August 24th, 2012, 02:11 PM

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

http://koti.kapsi.fi/~elmokki/dom3/unitgen..._24_8_12-v2.zip

- Mounted sacred pricing was bugged. Expect considerable increase especially on the heavily armored ones.
- Magic resistance bonuses on sacreds were bugged. Abysians and Hoburgs (12 and 14 base MR) were getting MR boosts FAR too easily. Expect quite a drop on sacred MRs on those races.
- Various minor pricing tweaks for elites and sacreds.
- There was a bug confusing nature and death randoms on descriptions sometimes.

How about old seeds? The nations have changed, but may well still be very close to the seeds from the last version.
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  #122  
Old August 26th, 2012, 05:08 PM

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

Looks like the brand spanking new JRE7 on my laptop was the reason UnitGen suddently stopped working for some people. I compiled 26_8_12-v2 again with JRE6 and now it should work if 24_8_12-v2 and earlier versions did (if not, do post screenshot of error!)

http://koti.kapsi.fi/~elmokki/dom3/u...en-27_8_12.zip

Owait, apparently I didn't post any of those 26_8_12 versions here. Oh well, seeds are broken, stuff is improved, see other forums for exact changelogs. It is definitely a better place to follow development anyway since I mostly only post here to answer questions and post new versions.
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  #123  
Old August 27th, 2012, 04:35 AM

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

http://koti.kapsi.fi/~elmokki/dom3/u...27_8_12-v2.zip

- Fixed D/N randoms in descriptions again
- Fixed mage MR boost
- Made sacred fists rarer
- Fixed second shape inheritance on things that do not use #copystats
- Added ability to control how often #magic tag is added to custom magic weapons
- Metal men had a debug chance on them and were ridiculously common
- Probably undocumented stuff again

Seeds? Mage filters are probably different. Sacred weapon #magicness too.
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  #124  
Old August 27th, 2012, 05:42 AM

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

Oh crap, the newest version contains old .exe file and I failed to notice it until RagnarokX accidentally noticed it.


http://koti.kapsi.fi/~elmokki/dom3/u...27_8_12-v3.zip

Version name: There were reindeer on the road
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  #125  
Old August 27th, 2012, 07:43 AM

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

http://koti.kapsi.fi/~elmokki/dom3/u...27_8_12-v4.zip

- Special monsters (hydras and stuff) were totally crashing the game.
- Updated unit ordering! Atlantian rosters will not have shamblers randomly sticking out anymore, they will be grouped per race!
- Agarthan mages sometimes had very skimpy outfits (though they still usually are just naked)


Seeds? I have no idea. Probably broken.
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  #126  
Old August 27th, 2012, 10:56 AM

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

http://koti.kapsi.fi/~elmokki/dom3/u...27_8_12-v5.zip

I forgot in a debug message and accidentally added a crash bug. Looks like the quality of my coding drops drastically on a worse keyboard and a smaller display.

This version should just fix those two things so hopefully there are no new bugs.
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  #127  
Old August 27th, 2012, 04:31 PM

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

- Vanir as a race
- Filter placement system tweaked: I got a hoburg nation with 7 shapeshifters and 4 total different shapes (3 wolf mages, 1 metal man mage, 1 horned serpent sacred and 1 air elemental sacred) as the pinnacle of new potential awesomeness.
- Sacred commanders are more often recruit everywhere.
- Good pile of other tweaks
- I've generated like 3000 nations without crashes!

http://koti.kapsi.fi/~elmokki/dom3/u...27_8_12-v6.zip
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