|
|
|
|
|
March 15th, 2007, 10:59 PM
|
|
Major General
|
|
Join Date: Feb 2005
Location: Lake of Hali, Aldebaran, OH
Posts: 2,474
Thanks: 51
Thanked 67 Times in 27 Posts
|
|
Re: Tools and Tutorials
Attached find the best damned start-province finding perlscript anyone will ever write.
USAGE:
cp map.map new_map.map
perl (scriptname) X R map.map >> new_map.map
It takes as input the minimum number of neighbors each start-province must have (X), and the absolute minimum distance between each pair of start provinces (R).
For the first start province it chooses the eligible province with the fewest eligible start provinces within R.
FOr the second start province it chooses the eligible province farthest from the first start province.
Now it adds provinces in order to minimize the *variance* in the remoteness of all start provinces, and keeps doing so until it can't fit any more.
The "remoteness" of a start province is the sum of all path lengths between that province and other start provinces.
This will tend to spread the start provinces out on the map more or less uniformly. A province with fewer close neighbors will tend to be closer to the close neighbors that it does have.
I'm happy to alter the script somewhat if needed to meet community needs. It requires a real computer (with perl) to run.
It doesn't presently generate sea start sites. I'll add this functionality at some point. Oh, it also suggests places to add specials but it doesn't actually add any.
__________________
If you read his speech at Rice, all his arguments for going to the moon work equally well as arguments for blowing up the moon, sending cloned dinosaurs into space, or constructing a towering *****-shaped obelisk on Mars. --Randall Munroe
|
The Following User Says Thank You to DrPraetorious For This Useful Post:
|
|
March 20th, 2007, 05:05 PM
|
|
Shrapnel Fanatic
|
|
Join Date: Oct 2003
Location: Vacaville, CA, USA
Posts: 13,736
Thanks: 341
Thanked 479 Times in 326 Posts
|
|
Re: Tools and Tutorials
Now that other map generators have had a chance to post, I will mention that for those who wish to download a map then improve on it, my Dom2Minions site is still generating daily maps for Dom2. They usually work in Dom3.
Dom2Minions Random Maps
If none of them strike your interest, there will be a new batch tomorrow for you to look at. Its been running ever day for years.
In keeping with my own request at the beginning of this thread, here is a link to discussion about these maps and others.
These were generated using DomMap which is an open source generator from Dom2 days. Here is a link to DomMap-v2.18 but ask me if you want to pick it up for progressing it further since there seems to be a 2.19 (but I dont remember what it added).
__________________
-- DISCLAIMER:
This game is NOT suitable for students, interns, apprentices, or anyone else who is expected to pass tests on a regular basis. Do not think about strategies while operating heavy machinery. Before beginning this game make arrangements for someone to check on you daily. If you find that your game has continued for more than 36 hours straight then you should consult a physician immediately (Do NOT show him the game!)
|
March 26th, 2007, 03:21 AM
|
|
Sergeant
|
|
Join Date: May 2004
Posts: 338
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Tools and Tutorials
ive made an app for creating units, basically just a gui that has all of the unit commands in it so you dont have to actually do all of the typing. it's in c#, so you'll have to have the .net framework installed for it, but i'm looking into a c# alternative that will allow it to be cross-platform. you can find the link in my sig.
|
June 5th, 2007, 06:49 PM
|
|
Sergeant
|
|
Join Date: May 2004
Posts: 338
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Tools and Tutorials
it seems like alot of people ask for a tga viewer other than gimp, so here's a link to irfanview, my personal fav
|
June 25th, 2007, 12:33 AM
|
BANNED USER
|
|
Join Date: May 2004
Posts: 4,075
Thanks: 203
Thanked 121 Times in 91 Posts
|
|
Re: Tools and Tutorials *DELETED*
Post deleted by Gandalf Parker
|
June 25th, 2007, 12:49 AM
|
Second Lieutenant
|
|
Join Date: Dec 2005
Location: Everywhere
Posts: 495
Thanks: 0
Thanked 13 Times in 1 Post
|
|
Re: Tools and Tutorials
Don't think its possible right now.
__________________
Unus vocis. Unus manus. Unus Universitas. Unus Deus. Is est meus fatum praeeo pro totus populus.
Ut est meus fortuna.
|
June 26th, 2007, 03:17 AM
|
BANNED USER
|
|
Join Date: May 2004
Posts: 4,075
Thanks: 203
Thanked 121 Times in 91 Posts
|
|
Re: Tools and Tutorials
Once upon a time, there was a file?? with all the graphics, weapons, armors, #s and all for the modding community for Dom2.
Is that still around?
|
June 26th, 2007, 08:06 AM
|
Corporal
|
|
Join Date: May 2007
Location: Sydney, NSW
Posts: 173
Thanks: 9
Thanked 0 Times in 0 Posts
|
|
Re: Tools and Tutorials
Edi's DB. Just look for one of his posts and there'll be a link in it. But I dont think it has the graphics.
|
July 12th, 2007, 01:31 AM
|
|
National Security Advisor
|
|
Join Date: Oct 2003
Location: Helsinki, Finland
Posts: 5,425
Thanks: 174
Thanked 695 Times in 267 Posts
|
|
Re: Tools and Tutorials
Terrain Math Tools thread Link updated
Contains a lot of discussion on map file terrain analysis and suitable scripts
Kaljamaha's Map Check script Link updated
This particular utility will output analysis into a tab-separated text file that can be pasted into a spreadsheet program like Excel or Open Office Calc and then easily inspected using filters. Great for analyzing a map file and checking nostarts. Requires Perl to be installed on the computer.
Last edited by Edi; September 1st, 2008 at 10:34 AM..
Reason: Links updated
|
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
|
|
|
|
|