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  #21  
Old October 24th, 2011, 07:15 AM

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

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Originally Posted by elmokki View Post
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.
This is definitely because of JRE (Java runtime enviroinment, ie Java version on your computer) 1.6 or 1.7 or newer is required.

I had confirmation of 0.3.2 working on a linux box apart from the \-directory markers messing things up and requiring some linux magic I have no clue about. 0.3.3 changes all directory markers to / so it should work on Linux/MacOs right away provided all files are there and JRE is new enough.

Also it obviously should work on Windows.
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  #22  
Old October 25th, 2011, 07:15 PM

Valerius Valerius is offline
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Default Re: Randomocalypse 0.3.5.2 - Nation randomizer for all platforms

Elmokki, thanks for running tests and even more for rewriting the application. Just want to say that the Java version not only runs, but runs faster than the original C version.

Do you think this is ready for a test game? I think I've got a fun idea. I'll act as admin and generate three nation choices for each player. This will avoid players running the application again and again until they get the "perfect" nation but also provide some choice so they aren't stuck with a combination that they really don't like.
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  #23  
Old October 25th, 2011, 09:17 PM

kianduatha kianduatha is offline
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Default Re: Randomocalypse 0.3.5.2 - Nation randomizer for all platforms

Oh, it's more than ready for games. Several of us played/are still playing a blitz with it--it's super fun!
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  #24  
Old October 26th, 2011, 12:09 AM

Valerius Valerius is offline
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Default Re: Randomocalypse 0.3.5.2 - Nation randomizer for all platforms

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Oh, it's more than ready for games. Several of us played/are still playing a blitz with it--it's super fun!
That's good enough for me. I'll go write up a game summary.
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  #25  
Old October 26th, 2011, 03:21 AM

elmokki elmokki is offline
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Default Re: Randomocalypse 0.3.5.2 - Nation randomizer for all platforms

There was some rewriting from since the C# version which might account for increased performance, but all in all most of it probably has something to do with general changes. Tweaking settings shifts the time taken before a suitable nation is found pretty considerably.

And yes, while it might be ready for multiplayer per se, providing a pile of choices for players is recommended since the balance algorithm isn't really very precise.

EDIT: Next few days or today will get some major tweaks btw. I'm gonna remove the rule that nations with B2 or higher primary or secondary mage automatically get a blood hunter. That's really not needed. I'm also gonna make a better sacred-troop balance system that takes into account the fact that when you have a superb recruit everywhere sacred your troops matter a whole lot less.

Also mage algorithm needs tweaking.
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UnitGen - randomly generated nations with randomly generated sprites
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Last edited by elmokki; October 26th, 2011 at 03:31 AM..
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  #26  
Old October 26th, 2011, 04:09 PM

Valerius Valerius is offline
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Default Re: Randomocalypse 0.3.5.2 - Nation randomizer for all platforms

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Originally Posted by elmokki View Post
EDIT: Next few days or today will get some major tweaks btw.
Looks like some or maybe all of these changes made it into 3.5.4?

I generated 15 test nations with 3.5.4 and everything looked fine except for one odd result where Crones of Avalon (monster #153) were set as a troop.
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  #27  
Old October 26th, 2011, 04:20 PM

elmokki elmokki is offline
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Default Re: Randomocalypse 0.3.5.2 - Nation randomizer for all platforms

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Originally Posted by Valerius View Post
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Originally Posted by elmokki View Post
EDIT: Next few days or today will get some major tweaks btw.
Looks like some or maybe all of these changes made it into 3.5.4?

I generated 15 test nations with 3.5.4 and everything looked fine except for one odd result where Crones of Avalon (monster #153) were set as a troop.
I changed sacred + non-sacredtroop balance algorithm and redid the troop balance algorithm, but it might get more tweaking later. Mages are still the exact same as before, but it might be a while before I bother to touch them (ie I'm hoping Squirrelloid comes up with a great algorithm again)

Regarding Crones of Avalon as recruitable, there's a typo in lightinf.txt

153 2.4 0 1.3

should be

1532 2.4 0 1.3

It's supposed Satyr Warrior for EA Pangaea. There was a similiar bug with Hierodule (a C'tis priest) generating as a heavy infantry before. I'm not gonna release a separate patch for just this though.
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  #28  
Old October 26th, 2011, 04:30 PM

Valerius Valerius is offline
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Default Re: Randomocalypse 0.3.5.4

Ok, that's easy enough. I'll edit my lightinf.txt before generating the nations (and in future I'll remember to check the configuration files).

In any case, it sounds to me like this version is a good candidate for use in my test game. Thanks!
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  #29  
Old October 28th, 2011, 03:51 AM

Strabo Strabo is offline
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Default Re: Randomocalypse 0.3.5.4

That's the program I've been waiting for so long. Thanks a lot for this wonder. Now I need only one thing: how can I add my own units from mods? Should I just enter stats in .csv file, or should I put them in unitlists? What do numbers in unitlists files mean, and do I need to put custom pretenders in goddefinition.txt?
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  #30  
Old October 28th, 2011, 05:07 AM

elmokki elmokki is offline
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Default

Quote:
Originally Posted by Strabo View Post
That's the program I've been waiting for so long. Thanks a lot for this wonder. Now I need only one thing: how can I add my own units from mods? Should I just enter stats in .csv file, or should I put them in unitlists? What do numbers in unitlists files mean, and do I need to put custom pretenders in goddefinition.txt?
To get an unit generated you need to add it to the suitable unit list:

# Alae Legionaire
663 3.2 0 1.3

Unit ID: 663
Power: 3.2 (should be 1-5)
Cap only: no (0 for no, 1 for yes)
Militia modifier: 1.3 (30% more units for PD/Start army if this unit is chosen)

You can however just write 663 3.2 0 which resets militia modifier to 1 (same as 663 3.2 0 1) or you can just write 663 3.2 which resets militia modifier to 1 and cap only to 0 (same as 663 3.2 0 1).

Adding it to the .csv is a good idea but not absolutely required for non-mages. However if you don't add the info some things will be minorly screwed up since the mod won't know if your unit is suitable for stealth leading or if your unit should only be given to nations with stealthy leaders etc.

EDIT: Actually as of right now you should replace some existing unit from .csv when adding since it reads only the lines currently there. There are tons of units the mod doesn't use though, like anything with gcost 0.

The stats the program reads from .csv are (might forget something): ID, name, weapon names, leadership, undead leadership, magical leadership, magic paths (including holy), amphibian, flying, stealthy, magic being, undead and demon.

goddefinition.txt is read to the mod as it is, so any line you add there will be in the mod as an exact copy. Currently you cannot add more pretenders without removing any due to the hard coded limit of 69 different pretenders. If you however want to add a new one just remove one of the gods in the .txt and replace it with your definition. It can be copied from the mod (without #restrictedgod command probably) or you can just #newmonster and #copyspr and #copystats like goddefinition.txt does for the vanilla pretenders.

Last edited by elmokki; October 28th, 2011 at 05:18 AM..
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