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  #11  
Old October 21st, 2011, 03:59 PM

elmokki elmokki is offline
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Default Re: Randomocalypse 0.2.5 - Random nation generator

0.2.5 released.
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  #12  
Old October 21st, 2011, 09:26 PM

Jiggymike Jiggymike is offline
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Default Re: Randomocalypse 0.2.6 - Random nation generator

Dumb technical question: would there be anyway to run this on a Mac? Sorry I know you are busy working on this thing but just curious since that's how I play. I suppose if I have access to a PC I can just run the .exe on there as well and import it to my home computer too.
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  #13  
Old October 22nd, 2011, 04:04 AM

elmokki elmokki is offline
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Default Re: Randomocalypse 0.2.6 - Random nation generator

Quote:
Originally Posted by Jiggymike View Post
Dumb technical question: would there be anyway to run this on a Mac? Sorry I know you are busy working on this thing but just curious since that's how I play. I suppose if I have access to a PC I can just run the .exe on there as well and import it to my home computer too.
I have absolutely no clue about Macs and very little about Linux either, but the simple answer is: Unless you can emulate Windows well enough to run a C# program with .NET 3.0 framework, no.

I believe it would in theory be rather easy (though I have no clue exactly how) to make a Mono-compiled version which would run on Linux and Mac, but I won't promise I'll look into it or succeed.
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  #14  
Old October 22nd, 2011, 01:29 PM

Valerius Valerius is offline
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Default Re: Randomocalypse 0.2.7 - Random nation generator

I'm having problems running the more recent releases of the program. I was able to run 0.2.0 and 0.2.1 but 0.2.3 and higher just seem to hang (didn't get a chance to download 0.2.2) . The program ends up using 99% of the cpu and it never finishes (have tried letting it run for over half an hour). It certainly may be something specific to my machine but I'm not sure what. I have .NET releases 1.1, 2.0, 3.0, 3.5 and 4 installed. The machine itself is certainly not the most powerful (2.2 GHz Athlon 64, 3 GB RAM) but it was able to run earlier releases (though I did get that strange result with the Jotun spearmen).
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  #15  
Old October 22nd, 2011, 02:16 PM

elmokki elmokki is offline
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Default Re: Randomocalypse 0.2.7 - Random nation generator

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Originally Posted by Valerius View Post
I'm having problems running the more recent releases of the program. I was able to run 0.2.0 and 0.2.1 but 0.2.3 and higher just seem to hang (didn't get a chance to download 0.2.2) . The program ends up using 99% of the cpu and it never finishes (have tried letting it run for over half an hour). It certainly may be something specific to my machine but I'm not sure what. I have .NET releases 1.1, 2.0, 3.0, 3.5 and 4 installed. The machine itself is certainly not the most powerful (2.2 GHz Athlon 64, 3 GB RAM) but it was able to run earlier releases (though I did get that strange result with the Jotun spearmen).
Does it hang at a certain percentage of the progress bar, random percentage of the progress bar or somewhere completely else?

Random percentage probably means that the program has seriously hard time finding a suitable nation for the specified weight.txt. If the percentage is always 0% then it probably means that the parameters are such that the program is completely unable to generate a nation. If it's always the same percentage and the percentage isn't 0% I don't have a clue but would like to know the seed if it's always the same.

Somewhere completele else probably means that one of the .txt files is somehow flawed. I'm a lazy programmer and there aren't almost any error messages. That should be a fairly obvious crash though.

I personally have Q9450 (Intel 2.66ghz quad core) and 4GB ram and it generates 14 nations in roughly 15 seconds for 0.2.7. At some point it was up to 30 seconds. The program does not support using multiple cores though so any core above two probably doesn't matter a bit for performance. At some version it was closer to 30s. This is the case with a freshly unpacked 0.2.7, not any of my dev builds or anything.

I would claim that the easiest way I can think of to get the program eternally generate a nation would be to mess with weight.txt too carelessly. It's also possible to hang up the program by making unit lists such that there are no units with militia modifier or cap only that's not 0 in ranged/light infantry/heavy infantry list.

Below are the ssential lines for 0.27 in weight.txt:
Quote:
caponlyweight 1
receverywhereweight 0,9
pripower 2
secpower 2
terpower 1,1
minmage 50
minsacred 50
mincombined 90
mageweight 0,325
sacredweight 0,325
troopweight 0,125
priestweight 0,075
specialweight 0,1
desiredpower 50
sacredpow 1,6
Some of those lines can be removed without problem, but in general they should all be there or there might be problems.
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  #16  
Old October 23rd, 2011, 01:12 AM

Jiggymike Jiggymike is offline
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Default Re: Randomocalypse 0.2.7 - Random nation generator

Follow up to my last question: if someone generated the nations using Windows (say the host of a game), could the files then just be e-mailed and moved into my mods folder? Or does it have to run some program other than Dominions to work in game?

I'm guessing the output is a problem? Sorry I don't know much about this stuff but I am interested in the mod, sounds like a good time.
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  #17  
Old October 23rd, 2011, 07:16 AM

elmokki elmokki is offline
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Default Re: Randomocalypse 0.2.7 - Random nation generator

Quote:
Originally Posted by Jiggymike View Post
Follow up to my last question: if someone generated the nations using Windows (say the host of a game), could the files then just be e-mailed and moved into my mods folder? Or does it have to run some program other than Dominions to work in game?

I'm guessing the output is a problem? Sorry I don't know much about this stuff but I am interested in the mod, sounds like a good time.
The program itself is only used to generate a mod. The mod itself should have absolutely no problems running on anything that runs Dom3.


EDIT: Also regarding hangups: 0.2.7 tested on my girlfriend's laptop and it works just fine.
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  #18  
Old October 23rd, 2011, 04:29 PM

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Default Re: Randomocalypse 0.3.0 - NOW FOR LINUX/MAC! (in theory)

I rewrote the whole application in Java (should've made it in Java straight away anyway) and along with making the code slightly more readable it SHOULD work on Linux/MacOS. I haven't tested tho.

.EXE is for Windows only obviously, use .jar with java -jar randomocalypse.jar if it doesn't work any other way. The .bat does this automatically.
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  #19  
Old October 23rd, 2011, 06:21 PM

Jiggymike Jiggymike is offline
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Default Re: Randomocalypse 0.3.2 - NOW FOR LINUX/MAC! (in theory)

Thanks for doing this, elmokki. Unfortunately, still not working for me using .jar opener or opening program with console program. The readout is just nonsense to me but maybe I can pass it along to you somehow? Anyhow I know you're concerned with the balance moreso than getting it to work in Linux...I can wait for a functional mod, no rush.
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  #20  
Old October 23rd, 2011, 06:36 PM

elmokki elmokki is offline
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Default Re: Randomocalypse 0.3.2 - NOW FOR LINUX/MAC! (in theory)

Quote:
Originally Posted by Jiggymike View Post
Thanks for doing this, elmokki. Unfortunately, still not working for me using .jar opener or opening program with console program. The readout is just nonsense to me but maybe I can pass it along to you somehow? Anyhow I know you're concerned with the balance moreso than getting it to work in Linux...I can wait for a functional mod, no rush.
Just post a screenshot here or write a private message with the data. If it's IOExceptions or file not found or something like that then I know what it's probably about.
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