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  #1  
Old May 14th, 2012, 09:09 AM

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

This time it fails to having only one helmet (two is minimum, but once again, silly stuff like thiss will dissappear in a version I'll release today if I'm productive enough before Diablo 3 is released. Doesn't need tons of code so there's a good chance for it, but in general I do have to note that any race should have at least a few choices for armor and helmets and preferably more than a few for weapons.

Currently it crashes because it needs at least one helmet with 10+ prot and two helmets total, though it may crash with two helmets too unless one is 16+ prot and the other is under 10 prot. Terrible code.

I added two helmets with full helmet id and the "mage priest" pose and it generated at least one nation without crashing.
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  #2  
Old May 14th, 2012, 09:17 AM

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

That's great, thank you! Now I can continue doing my stuff.
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  #3  
Old May 14th, 2012, 11:58 AM

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

http://koti.kapsi.fi/~elmokki/dom3/u...en_14_5_12.zip

- kianduatha's awesome Abysian cavalry!
- new troop generation code is in place, but needs some tweaks (max/minprot still does not work). This changed how shields/helmets/bonus weapons are generated slightly. If it feels somehow stupid, give me suggestions! This change should remove pretty much all (or most) stupid restrictions on item amounts, but I do still want to emphasize that any list of armor, helmets, weapons or shields with only one item is probably somehow boring and bad.
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  #4  
Old May 14th, 2012, 05:16 PM

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

http://koti.kapsi.fi/~elmokki/dom3/u...en_15_5_12.zip

Last version was made in THE OPPOSITE LAND and everything that wasn't supposed to shapeshift back shapeshifted back and vice versa.
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  #5  
Old May 16th, 2012, 12:50 PM

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

http://koti.kapsi.fi/~elmokki/dom3/unitgen...gen_16_5_12.zip

Tweaks and atlantians by RagnarokX.
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  #6  
Old May 27th, 2012, 05:39 AM

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

I'm a bit dissapointed no-one pointed out earlier that atlantian nations are generated nearly exclusively, but I suppose nearly everyone who uses UnitGen knows it's one line in races.txt that needs a change.

http://koti.kapsi.fi/~elmokki/dom3/u...en_27_5_12.zip

Now it should be better.
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  #7  
Old July 14th, 2012, 01:27 PM

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

Finally I bothered to spend quite a bit of time programming. I stumbled like at least a half of it with a retardedly simple bug though.

http://koti.kapsi.fi/~elmokki/dom3/u...en_14_7_12.zip

Exact changelist is pretty much impossible to write, but:
- I rewrote a the basic structure, which changed some things slightly
- I've tweaked probabilities in some areas slightly. At least magic weapons should be a bit more common.
- I added dual fists for sacreds! I have no idea if they work but they'll also have a tag that should give guaranteed magic weapon on them.
- I rewrote the whole troop generation system and how tags affect it. This should result in fairly funky nations sometimes (I've seen some with like 1 foot soldier and rest cav/chariots!)
- I added ability for units to become elites. Generally elites are pretty boring, but sometimes - rarely - they can get superb stats, shapeshift and magic weapon. I bet some combos or maybe more than some are ridiculously good. Some races might get pretty bland looking elites if they don't have enough cool stuff for commanders right now.
- I added ability to get special monsters. That's basically hydra and elephant for humans (it has humans on top of it after all), but the system supports or should at least support custom sprites.
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Old July 14th, 2012, 06:54 PM

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

Special items (magic stuff, half of the atlantean armor) weren't actually generating to units. Thanks to Happyfungi for the bug report.

http://koti.kapsi.fi/~elmokki/dom3/unitgen...gen_15_7_12.zip
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  #9  
Old July 15th, 2012, 10:29 AM

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

As per kianduatha's bug report:
- Commands from magic weapons weren't transfering and thus those 2x damage to demons and reanimating weren't working, but secondary effects were.
- Berserking and stealthy were hillariously common
- Mage naming for nations with mages with high levels of random paths (hopefully) improved a bit.
- The fists spawn properly dual wielded and both with some improvement over the base crappy fist (they're still not necessarily or even probably good, but you could get lucky). This required turning off a functionality that didn't really make sense anyway and as far as I know it shouldn't cause extra bugs since it was a pretty obscure thing that just made using unitgen less intuitive for people who don't know how it works (and hell, I had no idea that was causing it either)

And in addition:
- Hoburgs can't obviously use the same arbalests and crossbows as REAL MEN use. Their versions get -2 damage (10 and 14 to 8 and 12) and -1 resource cost (3 and 4 to 2 and 3).
- I added a couple of ruthlesly ripped off helmet graphics for humans and probably lizards and caelians too. That'll probably result in some funky looking lizards sometimes.

http://koti.kapsi.fi/~elmokki/dom3/u...15_7_12-v2.zip
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  #10  
Old July 18th, 2012, 05:40 AM

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Default Re: UnitGen - Random nations with procedural sprites!

I bothered to wrote some sort of UnitGen modding tutorial. The first chapter with the IRC channel is the most useful one by far though: http://koti.kapsi.fi/~elmokki/dom3/u...ke_content.txt

I also woke up ludicrously early for once an spent some time coding UnitGen since I had nothing better to do:

- Fixed mounted topless black men causing errors.
- Renamed the basicnet-files to bascinets so the game actually finds and draws them
- Lizard chariots get #mounted tag
- Metal staff is sacred only weapon. It was mistakenly a normal one.
- Wooden staff is a rare infantry weapon. It was mistakenly an infantry weapon, but oh well.
- Frost Fiend / Devil secondshapes are a lot more expensive
- Magic weapon cost increases on units fixed
- Getting two or three primary mage nations is somewhat more common
- Racial magic affinities work differently now: All paths have basechance 1 by default, and the affinity number is added to them. I also tweaked existing numbers to make some paths sufficiently more common (but still by far not guaranteed) for certain races.
- I rewrote mage naming. It uses filters now in the same style as sacred naming (both use exact same system actually, though mage naming code is a bit more intricate to get a bit more presentative names). I also added some extra chanceinc commands for it so mage name part generation chances can be defined more precisely. Be warned though: I coded a short program to convert the files from the old to the new format, and it might've had some bugs. I did a quick lookup and edited some definitions to work better with the new format, but it might not be perfect.
- There are probably some undocumented changes too.

http://koti.kapsi.fi/~elmokki/dom3/u...en_18_7_12.zip
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