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  #81  
Old May 4th, 2012, 04:00 AM

jimbojones1971 jimbojones1971 is offline
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Default Re: UnitGen - Random nations with procedural sprites!

Thanks Elmokki. I will grab this now and have another play, in anticipation of City of Bronze being replaced with a new game in the near future :-)
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  #82  
Old May 4th, 2012, 01:24 PM

elmokki elmokki is offline
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Default Re: UnitGen - Random nations with procedural sprites!

http://koti.kapsi.fi/~elmokki/dom3/u...gen_4_5_12.zip

- Some mages and/or sacreds might be different race than your other units!
- Some nations might get some magic paths a bit more often!
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  #83  
Old May 4th, 2012, 04:20 PM

elmokki elmokki is offline
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Default Re: UnitGen - Random nations with procedural sprites!

Trolol Raiel found a bug

http://koti.kapsi.fi/elmokki/dom3/un..._4_5_12-v2.zip
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  #84  
Old May 5th, 2012, 07:53 AM

elmokki elmokki is offline
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Default Re: UnitGen - Random nations with procedural sprites!

http://koti.kapsi.fi/elmokki/dom3/un...gen_5_5_12.zip

- Terrible seed related bugs were fixed for the MP game.
- Custom weapons are possible to define. Just set #weapon command or item #gameid to refrence to the name of one. See the caveman mount and /nations/customweapons.txt for an example.
- Sacred chariots are quite rare but should sometimes appear.
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  #85  
Old May 5th, 2012, 09:33 AM

elmokki elmokki is offline
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Default Re: UnitGen - Random nations with procedural sprites!


Hoburg Cave Knight!
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  #86  
Old May 6th, 2012, 06:22 PM

elmokki elmokki is offline
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Default Re: UnitGen - Random nations with procedural sprites!

http://koti.kapsi.fi/~elmokki/dom3/u...gen_7_5_12.zip

This is a fairly big update thanks to the mp game.

- Huge loads of item / secondshape / filter / code tweaks thanks to feedback on bugs and terrible design decisions.
- Settings.txt toggle to read seeds from seeds.txt and generating nations based on that.
- Custom armor is possible
- Custom weapons can (probably) be used as magic weapon effects.
- Restructuring of custom item code.
- Slight restructuring of separateSeeds toggle (comes earlier on instead of interrupting nation generation)
- Probably plenty of stuff I don't remember.
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  #87  
Old May 8th, 2012, 04:09 PM

elmokki elmokki is offline
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Default Re: UnitGen - Random nations with procedural sprites!

http://koti.kapsi.fi/~elmokki/dom3/u...gen_8_5_12.zip

New infantry generation and probably all sorts of tweaks I can't remember.

EDIT: Oh yeah, random castles.
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  #88  
Old May 9th, 2012, 12:40 PM

elmokki elmokki is offline
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Default Re: UnitGen - Random nations with procedural sprites!

http://koti.kapsi.fi/~elmokki/dom3/u...gen_9_5_12.zip

Apparently a small tweak broke a multitude of things and the new infantry generation had some fairly serious flaws too. These should be fixed now and the new infantry generation should be slightly better from my point of view!

I also added an ability (toggleable from settings.txt, by default it's on) to draw graphical previews of sprites. Stuff is positioned a bit strangely but oh well, it should do it's job for now. The images are generated in .png format to the mod's folder where the descriptions are usually located too.

Oh, and stuff gained from items / race shouldn't show up on mages' and sacreds' descriptions any more, just stuff from filters. It wasn't that awesome that it told specifically that caelians fly or that a tiger cavalry can shift to a tiger.
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  #89  
Old May 9th, 2012, 04:00 PM

elmokki elmokki is offline
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Default Re: UnitGen - Random nations with procedural sprites!

http://koti.kapsi.fi/elmokki/dom3/un..._9_5_12-v3.zip

- Sacred commanders get more suitable names (an Emerald Knight might be lead by an Emerald Master and so on)
- Fixed bugs that won't show up unless you edit files anyway.
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  #90  
Old May 12th, 2012, 06:38 PM

elmokki elmokki is offline
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Default Re: UnitGen - Random nations with procedural sprites!

Not using unitviewer. Secondshape descriptions should be fine in newer versions.

Anyway:
http://koti.kapsi.fi/~elmokki/dom3/u...en_13_5_12.zip

- Some new unit/item generation code. Not all I want, but it seems to work so hey, why not release.
- Ability to give custom sprites to secondshapes. You need to specify both #spr1 and #spr2, but #spr2 can be "shift" which uses #spr1 and shifts it 5 pixels to left like all the attacksprites in unitgen. Don't use "" for filepath like in Dom3 normal syntax and specify paths relative to unitgen (see the nightmare for example.). If someone makes a good case, I'll add the same code to pretender gods so custom pretenders can be made.
- Secondshapes can inherit some of the abilities their firstshape has. For mounts this is limited to resistances and berserking, but for non-mount secondshapes there are some extra things that work. This stuff is defined at /nations/secondshapeinheritance.txt so take a look if you are interested in specifics.
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