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  #31  
Old October 28th, 2011, 05:13 AM

Strabo Strabo is offline
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Default Re: Randomocalypse 0.3.5.4

Thanks a lot for clarifying, I appreciate it.
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  #32  
Old October 29th, 2011, 07:06 AM

elmokki elmokki is offline
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Default Re: Randomocalypse 0.3.5.4

Released 0.3.5.5 with a pile of tweaks.
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  #33  
Old October 30th, 2011, 12:27 AM

Strabo Strabo is offline
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Default Re: Randomocalypse 0.3.5.5

Can I request a possibility to add modded units without editing existing out for the next release? This feature could make some fun combinations.
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  #34  
Old October 30th, 2011, 05:19 AM

elmokki elmokki is offline
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Default Re: Randomocalypse 0.3.5.5

Actually it seems you can't add any units to the .csv if they have id over 2107 anyway at the moment

I won't promise I'll do it for the next version, but I'm fairly sure I'll make the code better at some point.
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  #35  
Old October 30th, 2011, 05:45 AM

Strabo Strabo is offline
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Default Re: Randomocalypse 0.3.5.5

Okay, I'll be following this project and wait
Even without this addition this program is excellent.
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  #36  
Old October 30th, 2011, 06:30 AM

elmokki elmokki is offline
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Default Re: Randomocalypse 0.3.5.5

I just added the functionality to read units with id over 2106. Not sure how well it works in total but at least with one single CBM-only unit that was already on the lists but not in .csv (there are a couple of those in total) it works perfectly.

Also 0.3.5.6 source code (beware, it's messy) included.
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  #37  
Old October 30th, 2011, 06:41 AM

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Default Re: Randomocalypse 0.3.5.6 - 0.3.5.6 source included.

Wow, that was fast, thanks
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  #38  
Old October 30th, 2011, 06:17 PM

elmokki elmokki is offline
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Default Re: Randomocalypse 0.3.5.7 - Now with Customocalypse

Added an another requested feature, this time coding it took a while. -Customocalypse command line argument opens Customocalypse mode with which you can design a custom nation using Randomocalypse rules.

It's open to horrible exploits and minmaxing, it's probably buggy and it's definitely awkward. If you still are interested, see readme.txt for help.
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  #39  
Old November 2nd, 2011, 06:07 PM

Korwin Korwin is offline
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Default Re: Randomocalypse 0.3.5.8 - Now with Customocalypse

Was wondering about national specials, like
Miasma Dominion of MA C'ties
Able to buy underwater PD, Forts, special units (like LA Atlantis and Jomon?)
EA and MA Pangea Pan freespawn
Etc.

Would it be possible to include this (or is it there and I missed it)...?
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  #40  
Old November 3rd, 2011, 02:23 PM

elmokki elmokki is offline
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Default Re: Randomocalypse 0.3.5.8 - Now with Customocalypse

Quote:
Originally Posted by Korwin View Post
Was wondering about national specials, like
Miasma Dominion of MA C'ties
Able to buy underwater PD, Forts, special units (like LA Atlantis and Jomon?)
EA and MA Pangea Pan freespawn
Etc.

Would it be possible to include this (or is it there and I missed it)...?
EA/MA Pangaea Pans generate freespawns tied to units themselves afaik, so it should work on Randomocalypse too.

Possible to add but not used currently:
- Lab cost reduction / increase
- Temple cost reduction / increase
- Different temple pics (I guess I'll add this change randomly on next version since it has no effect on gameplay)
- Different forts for different nations (currently there is one equal set for all nations)
- Heroes/multiheroes (need to get a list of existing ones and this'll be easy, though I'm not sure how they should be valued since they really situationally range from crap to superb)
- Underwater nation (I'm fairly sure I'll never add this)
- Underwater units from UW forts (I suppose this could be factored in somehow for nations with more than 1 UW unit, but it isn't very important)
- Underwater forts
- Blood sacrifices
- Inability to preach (Mitclan thing)
- Dyingdom (temples have no effect on dominion spread, Mitclan again)
- Death doesn't affect supply (Abysia thing)
- Ideal temperature
- Castle production bonus (MA Ulm has 25, meaning +25% resources from forts)
- Deadly dominion (I'm very sure this isn't worth adding in any form)
- Unrest dominion (I'm fairly sure this isn't worth adding in any form)
- Automatic undead (LA Ermor, yeah, well...)
- Priests can reanimate infantry
- Priests with H3+ can reanimate longdead horsemen (MA Ermor)
- Priests with H4+ can reanimate undead lictors (LA Ermor)
- Priests can reanimate LA Pangaea style
- Priests can reanimate LA C'tis style

I don't know if UW PD can be added atleast for non-UW nations. I guess it can.

Now, the thing here is that as cool as these things are, Randomocalypse can't really generate consistently balanced enough nations even right now and the only way I'll add something like this to the mix is someone inventing plausible enough sounding balancing formulas for that stuff.

Some of these things would be relatively easy to balance in though.
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