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January 27th, 2007, 10:35 AM
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Colonel
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Join Date: May 2005
Location: Kansas, USA
Posts: 1,538
Thanks: 289
Thanked 194 Times in 94 Posts
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Re: design just ONE province
Thanks for all of the province suggestions. Now I would like to request that somebody (with the time and the want) build the province files for SemiRandom using some of these great ideas. I tried to design it so that anybody that can edit a map file, can build a gan file. I don't mind scripting some myself, but I have no intention of doing them all.
A simple gan sample:
Quote:
@1 landname
"Forest of Mir"
-- Forest of Mir
#commander 890 -- Hunter Lord
#units 15 886 -- Spider Knight
#commander 890 -- Hunter Lord
#units 8 889 -- Black Hunter
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A more complex gan sample:
Quote:
@RANDOM landname FOREST
#poptype 78 --Tribals, Wolf
#commander 400 --Skin Shifter
@RANDOM comname COMMANDER
#randomequip 1
@13 xp
100
100
100
200
200
300
300
400
500
600
700
800
900
@8 bodyguards
5 123 --Wolf Tribe Archer
5 124 --Wolf Tribe Warrior
10 123 --Wolf Tribe Archer
10 124 --Wolf Tribe Warrior
5 399 --Werewolf
5 400 --Skin Shifter
5 399 --Werewolf
5 400 --Skin Shifter
#commander 1596 --Wolf Tribe Shaman
@RANDOM comname COMMANDER
#randomequip 0
@13 xp
100
100
100
200
200
300
300
400
500
600
700
800
900
@8 bodyguards
5 123 --Wolf Tribe Archer
5 124 --Wolf Tribe Warrior
10 123 --Wolf Tribe Archer
10 124 --Wolf Tribe Warrior
5 399 --Werewolf
5 400 --Skin Shifter
5 399 --Werewolf
5 400 --Skin Shifter
#commander 124 --Wolf Tribe Warrior
@RANDOM comname COMMANDER
@8 bodyguards
5 123 --Wolf Tribe Archer
5 124 --Wolf Tribe Warrior
10 123 --Wolf Tribe Archer
10 124 --Wolf Tribe Warrior
5 399 --Werewolf
5 400 --Skin Shifter
5 399 --Werewolf
5 400 --Skin Shifter
#commander 124 --Wolf Tribe Warrior
@RANDOM comname COMMANDER
@8 bodyguards
5 123 --Wolf Tribe Archer
5 124 --Wolf Tribe Warrior
10 123 --Wolf Tribe Archer
10 124 --Wolf Tribe Warrior
5 399 --Werewolf
5 400 --Skin Shifter
5 399 --Werewolf
5 400 --Skin Shifter
@2 commander
1596 --Wolf Tribe Shaman
--no commander
@2 commander
399 --Werewolf
--no commander
@2 commander
400 --Skin Shifter
--no commander
@2 commander
1596 --Wolf Tribe Shaman
--no commander
@2 commander
399 --Werewolf
--no commander
@2 commander
400 --Skin Shifter
--no commander
@4 units
15 123 --Wolf Tribe Archer
15 124 --Wolf Tribe Warrior
20 123 --Wolf Tribe Archer
20 124 --Wolf Tribe Warrior
@4 units
15 123 --Wolf Tribe Archer
15 124 --Wolf Tribe Warrior
20 123 --Wolf Tribe Archer
20 124 --Wolf Tribe Warrior
@3 units
10 284 --Wolf
15 284 --Wolf
20 284 --Wolf
@3 units
10 400 --Skin Shifter
15 400 --Skin Shifter
--no Skin Shifter
@12 units
5 1224 --Dire Wolf (rare)
10 284 --Wolf
15 298 --Phantasmal Wolf (rare)
10 399 --Werewolf
10 400 --Skin Shifter
5 511 --Winter Wolf (rare)
--no additional squads
--no additional squads
--no additional squads
--no additional squads
--no additional squads
--no additional squads
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There are "how to's" in the readme here:
http://www.dom3minions.com/~semirand...ges/ReadMe.txt
and there is an email account dedicated to receiving uploads:
semirand -AT- dom3minions.com
and a place online for others to download your creations here:
http://www.dom3minions.com/~semirand/
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January 27th, 2007, 10:53 AM
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Colonel
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Join Date: May 2005
Location: Kansas, USA
Posts: 1,538
Thanks: 289
Thanked 194 Times in 94 Posts
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Re: Ok, here\'s one that\'s ready to go.
Quote:
As for "volcano", I remind that the random map generator add a volcano to provinces with the special type "firesite", so we could use "firesite" as a prerequired terrain type for such province (or maybe "firesite" + "mountain")
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My SemiRandom program currently recognizes the PATTERN volcano as any province with the "firesite" flag set, or if it finds a single mountain province with no mountain neighbors.
Quote:
And I already have the number of land and sea province for each province, so I could use "lake", "peninsula", "island", "last/hidden" and mega province without problem.
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SR already recognizes island, lake, peninsula, lost, valley, coast & cave patterns. Feel free to have a look if it will be any help to you.
Quote:
About caves, I remind that cave provinces have already been added to the game.
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I have never seen the random map generator set cave terrain for a province. Maybe I am just really unlucky, so somebody correct me if I am wrong. That's why my SR project looks for this pattern and changes it to cave.
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January 27th, 2007, 02:37 PM
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General
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Join Date: Oct 2006
Posts: 3,445
Thanks: 85
Thanked 79 Times in 51 Posts
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Re: Ok, here\'s one that\'s ready to go.
Ok, I've gone back and edited the provinces, so that they're a little more reasonable-or atleast, function a little bit better.
I'm still learning, and getting some of the meaner provinces "out of my system" as it were.
I'd like to suggest a rule for province design though, if I may?
If an artifact or unique unit/summons is present in the province then 1: there will be only 1 artifact and/or unique summons in that province, and 2: the province will be built thematically around that unique artifact/summons.
I think this is a good idea, because it imposes a limitation which will keep all the "eggs" from being in one "basket" and should improve province design (since if you add something unique, you have to build the province around that uniqueness, rather than adding a bunch of stuff purely for purposes best defined as "Monty Haul").
__________________
You've sailed off the edge of the map--here there be badgers!
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January 27th, 2007, 03:02 PM
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General
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Join Date: Oct 2006
Posts: 3,445
Thanks: 85
Thanked 79 Times in 51 Posts
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Gan files readme
Ballbarian, I really appreciate all your efforts, so thank you.
I promise I'll make a bunch of low-powered provinces eventually.
As per your Gan files readme (above) it's really difficult for me to read.
And this is coming from the master of writing really difficult things to read.
I'd be happy to edit it for you (I really can edit semi-grammatically when I put my mind to it) and send it to you in an email.
In the meantime, I've got the day off (and I earned it too, dammit) so I'm going to add as many provinces as I can come up with.
I'm willing to continue tweaking what (above provinces) I already have done too, if you don't think it would become too confusing and/or irritating.
__________________
You've sailed off the edge of the map--here there be badgers!
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January 27th, 2007, 03:20 PM
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General
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Join Date: Oct 2006
Posts: 3,445
Thanks: 85
Thanked 79 Times in 51 Posts
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A tough bit of pork
Name: Ferran Forest
Province type: forest
Poptype: hoburgs EA
Commander: Crystal Sorceress x 7
Bodyguards: 5 hog knights
Unit type: 93 Iron Pigs
Iron Woods
Forest of Truffles
__________________
You've sailed off the edge of the map--here there be badgers!
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January 27th, 2007, 03:22 PM
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Colonel
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Join Date: May 2005
Location: Kansas, USA
Posts: 1,538
Thanks: 289
Thanked 194 Times in 94 Posts
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Re: Gan files readme
Quote:
If an artifact or unique unit/summons is present in the province then 1: there will be only 1 artifact and/or unique summons in that province, and 2: the province will be built thematically around that unique artifact/summons.
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I really like that as a rule of thumb.
Quote:
I'd be happy to edit it for you (I really can edit semi-grammatically when I put my mind to it) and send it to you in an email.
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That would be appreciated.
I would especially like to have had an html version with topic links within the document, but I have so many irons in the fire that I dare not add any more items to the list, or none of them will get finished.
(Sorry for going off-topic!)
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January 27th, 2007, 03:28 PM
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Shrapnel Fanatic
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Join Date: Oct 2003
Location: Vacaville, CA, USA
Posts: 13,736
Thanks: 341
Thanked 479 Times in 326 Posts
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Re: Gan files readme
The GAN files started out simple. Just a short text file of the map commands that should go into the .map. The only thing it did originally was find a location, and paste that file in on that number.
Im afraid that I made it go nuts. The random name files. And using the @ sign for a random. So instead of having the province always show up as "#landname Dragons Den" I could set a random of 3 names for "Dragons Den" "Draco Lair" "Here There Be" by saying
@3 landname
"Dragons Den"
"Draco Lair"
"Here There Be"
Once that worked it was obvious that any command could be done the same. You can create a small variety in the number of units, the type, the equipment, etc instead of creating a dozen copies of the file.
Surprise!
You can even have a special prize show up only once in 5 times by something like
@5 additem
"Enchanted Shield"
"Enchanted Shield"
"Enchanted Shield"
"Enchanted Shield"
"Sun Shield"
__________________
-- 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!)
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January 27th, 2007, 03:31 PM
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General
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Join Date: Oct 2006
Posts: 3,445
Thanks: 85
Thanked 79 Times in 51 Posts
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Gnome sweet gnome
Name: Hills of the Watchers
Province type: hills
Commander: Firbolg armed with longbow of accuracy, black steel plate, black steel helm, boots of long stridesx12.
Bodyguards: 4 crushers
Unit type: 165 earth gnomes
Gem deposits
__________________
You've sailed off the edge of the map--here there be badgers!
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January 27th, 2007, 03:38 PM
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National Security Advisor
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Join Date: Oct 2003
Location: Helsinki, Finland
Posts: 5,425
Thanks: 174
Thanked 695 Times in 267 Posts
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Re: Gan files readme
I guess some people are again going to tear their hair out now that I chime in, but for monsters 399 & 400, these are really the same one. 399 is the werewolf form of the skinshifter (400), so the first time those babies go to battle, the surviving ones will come out if it as skinshifters.
Edi
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January 27th, 2007, 03:57 PM
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General
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Join Date: Oct 2006
Posts: 3,445
Thanks: 85
Thanked 79 Times in 51 Posts
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Another firbolg one
Name: Ancient Downs
Province type: forest
Commander: Firbolg with sword of sharpness, lightning bow, fire plate, horned helmet, boots of long strides x1
Commander: Firbolg with hammer of the mountains, black steel armour, black steel helm, boots of long strides, amulet of reinvigoration, ring of the warrior x1
Commander: Firbolg with gate-cleaver, jade armour, dragon helmet, boots of long strides, amulet of reinvigoration, bear claw talisman x1
Commander: Firbolg with Faithful, weightless tower shield, weightless scale mail, lightning bow, boots of long strides, amulet of magic-resistance x1
Commander: Firbolg with flambeau, hydra-skin armour, horror helmet, boots of long strides x1
Commander: Firbolg with sword of sharpness, black steel plate, black steel tower shield, boots of long strides, ring of fire, ring of frost x6
Commander: Firbolg with longbow of accuracy, black steel plate, black steel helm x16
Commander: Firbolg x25
Bodyguard: Watcher x5
The Cedar Forest
Firbolg fortress
__________________
You've sailed off the edge of the map--here there be badgers!
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