|
|
|
|
|
February 22nd, 2012, 08:53 PM
|
Second Lieutenant
|
|
Join Date: Aug 2008
Posts: 408
Thanks: 11
Thanked 209 Times in 57 Posts
|
|
Re: UnitGen - Random nations with procedural sprites!
23th of Feb version up.
I worked quite a bit on filters that go through units and give them stuff if they fulfill the requirements. Currently there's nothing very noticeable with this since filters are handling just bonus weapon and dual wielding generation, but those two have both changed.
Dual wielding can now convert any unit to a dualwielder instead of turning shields to onehanded weapons. This makes the 5% dual wield chance higher in effect and I'll have to consider lowering it if it generates dual wielders for nations without primitive / dualwielding / berserking tags too often.
Bonus ranged weapon generation algorithm has been changed. Nations posses a bonus weapon affinity now, which is from 0 to 1. Currently it's given completely randomly, but I'm fairly sure I'll make some tags affect this as well as possibly giving extra affinity to such bonus ranged weapons that suit the national tags. Bonus weapon affinity determines two things. How heavy units can get bonus weapons and what weapon-shield configurations can get them. Currently with an affinity of 1 you'll probably see tons of bonus weapons, but the heaviest possible units still won't get them. Also some bonus weapons (chakrams and sticks & stones) have additional limitations and standards ignore the affinity completely, but have a limit in generateability. This feature is something that will recieve tweaks at some point since it still is far from perfect.
I've also worked on trimming nation unit rosters since obviously every human nation won't have 4 ranged, 1 chariot, 4-9 infantry and 2-4 horsemen. Currently nations get 8 to 13 units if I recall correctly. This'll get heavy tweaks - currently it's a very rough algorithm, but in general generates fairly good lineups.
Elitefying some units is pretty much an obvious next step since that is heavily tied with filters. That does need a bit of extra work compared to just adding filters though.
|
March 14th, 2012, 07:34 PM
|
Second Lieutenant
|
|
Join Date: Aug 2008
Posts: 408
Thanks: 11
Thanked 209 Times in 57 Posts
|
|
Re: UnitGen - Random nations with procedural sprites!
Priest generation. Sometimes priests are your mages, often they're separate. Naming still needs work and I want to add magic to priests sometimes.
Also fixed a bug which ended up generating stuff like naked men of plated horses, though fairly rarely.
|
March 16th, 2012, 04:21 PM
|
Second Lieutenant
|
|
Join Date: Aug 2008
Posts: 408
Thanks: 11
Thanked 209 Times in 57 Posts
|
|
Re: UnitGen - Random nations with procedural sprites!
http://koti.kapsi.fi/elmokki/dom3/un...en_16_3_12.zip
22:19 < Elmokki> priestly stuff!
22:19 < Elmokki> stealth/berserking sometimes!
22:20 < Elmokki> commander generation not retarded!
+ demon jester hat in two varieties for mages.
|
March 16th, 2012, 08:39 PM
|
Second Lieutenant
|
|
Join Date: Aug 2008
Posts: 408
Thanks: 11
Thanked 209 Times in 57 Posts
|
|
Re: UnitGen - Random nations with procedural sprites!
Mahamia is a nation which's army relies on a fairly unflexible infantry and skirmish tactics along with support from boar riding cavalry. The infantry is armed with bucklers and short swords or falchions, and the lightest infantry variant also carries a harpoon. The pinnacle of this infantry lineup is the Mahamian elite guard - moderately armed soldiers with exceptional skills. Cavalry support for the main army comes in two ways. The Mahamian light cavalry does not carry a lance, but instead fights with a sword and a harpoon. The Mahamian lancers are more heavily armored and carries a lance along with a falchion. Mahamians do not use bows, as they find a crushing charge more effective.
The Corrupted Keepers of Mahamia are mages skilled in blood magic, but they also dabble in air and nature magics and also have divine authority. All mages of their order are sacred. The religious authority in Mahamia is held by Mahamian bishops alongside the Corrupted Keepers.
Mahamia was generated randomly, this description, sadly, not yet though.
|
March 20th, 2012, 11:59 AM
|
Second Lieutenant
|
|
Join Date: Aug 2008
Posts: 408
Thanks: 11
Thanked 209 Times in 57 Posts
|
|
Re: UnitGen - Random nations with procedural sprites!
Mages and priests get all sorts of funky special abilities. Priests mostly just simple stuff like healing, inquisitor and sneakiness but makes get stuff ranging from those listed for priests to poison armor, fire shield, etherealness. I do plan to add secondshape system for mages (and sacreds/elites!) so I can make mages with animal or demon second shapes that actually retain holyness and give penalty to magic paths in most cases.
In addition the random item generation is working, though it needs tweaking in terms of chances and the magic items should probably be named better than "Enchanted Crossbow". It's pretty funny to see crossbows causing limp, exploding javelins and paralyzing swords. This stuff will, however, be fairly rare, but it's absolutely essential for sacreds (and mages!)
|
March 22nd, 2012, 12:06 PM
|
Second Lieutenant
|
|
Join Date: Aug 2008
Posts: 408
Thanks: 11
Thanked 209 Times in 57 Posts
|
|
Re: UnitGen - Random nations with procedural sprites!
http://koti.kapsi.fi/elmokki/dom3/unitgen/...gen_22_3_12.zip
- Funky mage stuff. I'll probably work on the shapeshifting stuff next and then move to funky sacred stuff.
- Elites aren't generated anymore, but instead rather basic sacreds are. They get magic weapons, but it's too common right now. Some magic weapon effects - those that entangle - and maybe fears should be ranged only or limited shot weapon only. Sacreds don't ever dual wield or get magical bonus weapons either, that'll need a fix too.
|
March 22nd, 2012, 05:33 PM
|
Second Lieutenant
|
|
Join Date: Aug 2008
Posts: 408
Thanks: 11
Thanked 209 Times in 57 Posts
|
|
Re: UnitGen - Random nations with procedural sprites!
The Black Harbingers of Ermgard have learned to cheat death. Alas, their mastery over death is not sufficient - they can hold on to the mortal world only until they have avenged their deaths (ie until battle ends)
The Azure Priors of Helder are able to turn into horrible beasts of the depths. In this form their affinity with water magic increases, but they lose power in all other magic paths (the unit in picture happened to get a water random)
The Divine Elders of Kongtala are able to travel fast in their fearsome turkey form. This does not hamper casting.
Bavarainean Keepers have mastered death. Their foul magics will raise them as ghouls upon their deaths, but this works only once - if the keepers are slain again, they will stay dead (this might be overpowered, it gives +30g cost now though)
Other forms currently implemented include: devil, frost fiend, great bear, wolf, werewolf, jaguar, and winged monkey. It's very easy to add these from .txt files.
|
March 26th, 2012, 06:54 PM
|
Second Lieutenant
|
|
Join Date: Aug 2008
Posts: 408
Thanks: 11
Thanked 209 Times in 57 Posts
|
|
Re: UnitGen - Random nations with procedural sprites!
kianduatha also made a good pile of weapon effects, stat filters and shapeshifts
|
March 27th, 2012, 01:43 PM
|
Second Lieutenant
|
|
Join Date: Aug 2008
Posts: 408
Thanks: 11
Thanked 209 Times in 57 Posts
|
|
Re: UnitGen - Random nations with procedural sprites!
http://koti.kapsi.fi/elmokki/dom3/un...en_27_3_12.zip
Hoburgs with archers, priests, mages, infantry and cavalry, good pile of tweaks and some extra stuff for sacreds and mages by kianduatha.
|
April 3rd, 2012, 08:20 AM
|
Second Lieutenant
|
|
Join Date: Aug 2008
Posts: 408
Thanks: 11
Thanked 209 Times in 57 Posts
|
|
Re: UnitGen - Random nations with procedural sprites!
http://koti.kapsi.fi/~elmokki/dom3/u...gen_3_4_12.zip
- Caelians as a race
- Scouts/Spies/Assassins (pretty basic though.)
- Fixes and tweaks to various things as usual.
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|