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  #51  
Old November 16th, 2011, 11:05 AM
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Gandalf Parker Gandalf Parker is offline
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Default Re: Randomocalypse 0.3.6.1 - Pile of new features

This is cool. Ive written something like it for myself but yours is much better for solo play
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  #52  
Old November 22nd, 2011, 03:21 AM

Korwin Korwin is offline
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Default Re: Randomocalypse 0.3.6.1 - Pile of new features

Two questions:

1. CBM is not mandatory for the mod, right? (Just to be shure.)

2.
Quote:
--- -> Reubenite Archer, Hoburg Crossbow, unit not found, Wet One, Abysian Infantry, Principe
Unit not found? Is that bad, or does the nation have one fewer units?
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  #53  
Old November 22nd, 2011, 04:04 AM

elmokki elmokki is offline
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Default Re: Randomocalypse 0.3.6.1 - Pile of new features

Quote:
Originally Posted by Korwin View Post
Two questions:

1. CBM is not mandatory for the mod, right? (Just to be shure.)
It does generate MA Man Woodsmen, MA/EA Agartha Pale Ones and LA Caelum some commander which are CBM only (possibly something else too). If the nation (or in a game with more than one random nation, any of the nations) doesn't have those, you should be fine. Any resembalance of balance in the nations is also tuned with CBM unit stats, but seeing how the balance of the nations isn't very good anyway, that is probably a minor concern in most cases.

To make the program 100% non-CBM compatible what you want to do is to go through every single text file in /unitlists/ and remove any line which's first number is over 2107 (highest vanilla unit id). I personally won't release such versions since I don't want to release a vanilla version with CBM-adjusted unit powers, and correcting unit powers to use vanilla unit stats is just too much work to be worth it.

Quote:
Originally Posted by Korwin View Post
Two questions:
2.
Quote:
--- -> Reubenite Archer, Hoburg Crossbow, unit not found, Wet One, Abysian Infantry, Principe
Unit not found? Is that bad, or does the nation have one fewer units?
unit not found means the dom3db unitlist did not contain the unit and therefore Randomocalypse was unable to fetch a name for it from there.

Incidentally this probably means the unit was a CBM unit, since my dom3db dumb supplied for Randomocalypse only obviously contains vanilla units and one Pale One Soldier (3433, MA Agartha netter one) I added as a test for supporting mod units.

So basically, no, it should not cause problems if you are running non-modified unit lists and the natio should have normal amount of units too. This nation needs CBM to work properly though.
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Last edited by elmokki; November 22nd, 2011 at 04:15 AM..
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  #54  
Old November 22nd, 2011, 04:25 AM

Korwin Korwin is offline
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Default Re: Randomocalypse 0.3.6.1 - Pile of new features

Or I could add the unit?

Like if I see
#addrecunit 3443 --- unit not found

I copy/paste
Quote:
-- New Pale One with net
#newmonster 3443
#copystats 1472
#spr1 "./CBM_Sprites/pale_one_net_1.tga"
#spr2 "./CBM_Sprites/pale_one_net_2.tga"
#clearweapons
#weapon "Trident"
#weapon "Net"
#cleararmor
#armor "Scale Mail Hauberk"
#armor "Iron Cap"
#end
into the randomocalypse.dm?


Would that work? (I'm a Mod-Newb)

Does it matter where in the *.dm file i copy/paste the stats?
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  #55  
Old November 22nd, 2011, 09:20 AM

elmokki elmokki is offline
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Default Re: Randomocalypse 0.3.6.1 - Pile of new features

That should work perfectly. I'm not sure if it matters where in the mod file you do it, but if you add it before the nation definitions it's pretty much guaranteed to work.

Just remember to have the sprites included if you use that solution for MP game (and remember to give credit for them!)
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Last edited by elmokki; November 22nd, 2011 at 09:28 AM..
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