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SemiRandom project beta release / announcement...
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SemiRandom ver 0.89
Author: Ballbarian Home Page: http://www.dom3minions.com/~semirand/ Submit Files: semirand -AT- dom3minions.com ------------------------------------------------------------------------------ Should run on Windows & Unix systems. -- I have not tested it on Unix! Written in YABASIC, but it is not required to run this program. It will be needed if you want to fiddle with the source code. ------------------------------------------------------------------------------ What it is: =========== SemiRandomizer is a project inspired by Gandalf Parker's "Semi-Random maps" article at: http://www.dom2minions.com/~minion/SemiRandom.shtml This is my take on his fine idea. http://forum.shrapnelgames.com/images/smilies/happy.gif ------------------------------------------------------------------------------ What it does: ============= SemiRandomizer (SR) takes an existing map file that you specify and appends pieces of map code to it. These pieces are stored in what I have named "GAN" files in honor of Gandalf's inspiration. You specify what percentage of the provinces to modify and SR will select that many random locations on the map and try to match them up with existing gan files. Several factors influence what constitutes a match: terrain, terrain patterns, climate, province size, and uniqueness. ------------------------------------------------------------------------------ What it still needs: ==================== I have a base of around 90 province files built up, 50 of which are converts from Edi's Faerun map (with his permission), and a handful are exaggerated scripts just to show some of what is possible. So it needs more province files with original ideas and more name lists (there are over 30 now) to support a few terrains that I have not gotten to yet. Gandalf has already contributed some great name lists which are now included in the download. He has also been kind enough to donate server space for maintaining a library of province, data and set files. To submit files to be added to the server, simply email individual text files to the address above, or zipped sets of the files and I will add them to the library. If you have any problems figuring it out, or getting it to run on your system, feel free to post here, or drop me a line and I will try to help. ------------------------------------------------------------------------------ For more information see the ReadMe included in the zip, or view it online at: http://www.dom3minions.com/~semirand...ges/ReadMe.txt Edit: The attached zip file now also has the missing NameList.txt. |
Re: SemiRandom project beta release / announcement...
The NameList file seems to be missing from the archive.
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Re: SemiRandom project beta release / announcement
Thank you Ighalli.
When will I learn to never upload anything after midnight. http://forum.shrapnelgames.com/image...s/rolleyes.gif http://forum.shrapnelgames.com/images/smilies/happy.gif I have corrected the attachment so that it now contains the missing text file. So that you don't have to downoad the zip again, here are the contents of NameList.txt: Quote:
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Re: SemiRandom project beta release / announcement
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I had a simple distribution map that I used to get a better picture of how the province distribution was working, so tonight I played around in Gimp and thought I would share it here to hopefully give folks an rough idea of what this utility does.
http://www.shrapnelcommunity.com/thr...753-R2dist.jpg This distribution is on a 103 province medium random map using border mountains. The fiddle count in the config was set at 100 and SR placed 31 provinces out of it's current minimal library. As you can see, some of the random name generation leaves a lot to be desired, but it has a pretty fair average of getting something that sounds right. In future versions I will likely spend a little more time adding more rules to avoid names like Ngap & Dsch. http://forum.shrapnelgames.com/image...ies/tongue.gif Take note of "Neverben Caverns" in the northwest. It is a border mountain province with only 1 neighbor and has had it's terrain crudely modified to CAVE and placed a Bakemono tribe there. Even if it would not have added a special there, it would still have changed the terrain. (I want caves in my random maps!). Also note that I used the default option of a cold north & a hot south, so Calimport (Hot) was placed in the south, and Citadel Adbar (Cold) was placed in the north. The configuration also allows defining province ranges as "climate bands" with a real world style of arctic poles at north & south edges of the map, and a hot central equator with temperate climates in between: Default: Cold Temperate Hot 5 Band option: Cold Temperate Hot Temperate Cold Right now the configuration file is crude, but it works. In the future I hope that I or someone knowledgeable in a friendly cross platform language can write a simple front end for SR. |
Re: SemiRandom project beta release / announcement
Cool. The temp zones thing will work well with an idea I had. Just for variation I can run random generation in "module" sizes like 100 or 200 or 500 provinces. If I choose one of the white-ground ones, and a light green one, and a dark green one; then paste them together. That will give me a map that would fit your default scheme of cold tundra, then temperate forest, then hot-tropical jungle.
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Re: SemiRandom project beta release / announcement
If you are really lazy I can send over some C code I wrote that randomly generates words that sound right, are pronounceable, and best of all, it uses adjusted probabilities of the letter appearing in the alphabet (for example, the chance of getting an "f" is much greater than the chance of getting an "x").
Its downside is that it uses only 3 word templates to generate words in order to be sure you are getting a word that sounds right. Though adding more templates should be easy. If you want it send a PM. |
Re: SemiRandom project beta release / announcement
Thanks Agrajab, I have sent you a pm. http://forum.shrapnelgames.com/images/smilies/happy.gif
@Gandalf, When you get a set put together let me know. That sounds like it would be a neat map to play on. |
Re: SemiRandom project beta release / announcement
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Re: SemiRandom project beta release / announcement
Don't get your hopes up too high, its a very simple program I wrote a long long time ago (the original version I can find is 27/03/2005).
The really cool part is that it generates letters according to adjusted probability of appearing in the english language, and that it is seperated into a/e/i/o/u and the rest of the letters, so it is easy to ensure you get a pronounceable word. To generate words from those letters it just selects randomly from 3 word templates (aba,bab,abb), though more templates should be simple to add (baabaa and baabbaab are possible, but dangerous, but you could also go bababbabbabababbbaa etc.) Everyone can view it over Here. Also, I'd like to hear what people think about this ancient piece of code, even if its just saying it sucks or just isn't useful. If people like it I might make some cool improvements for fun (more templates, perhaps the ability to add templates, maybe generating into .txt files, maybe some sort of filtering etc.) |
Re: SemiRandom project beta release / announcement
Working on a simple VB front end. It is now able to run the dom3 random map generator with user defined options supported by dom3's command line switches. After that is complete, SR can be executed on the generated map file and will then exit.
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Re: SemiRandom project beta release / announcement
Cool. Are you going to include the map options that are in the switches but not in the in-game tool?
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Re: SemiRandom project beta release / announcement
Yes. http://forum.shrapnelgames.com/image...ies/tongue.gif
Here's the screen shot that I posted with my bug report in the bug thread: http://www.shrapnelcommunity.com/thr...-weirdness.JPG |
Re: SemiRandom project beta release / announcement
Looks good.
And its not a switch but you might look at adding the commands for the color that displays the text names, and the default zoom, and wraparound. |
Re: SemiRandom project beta release / announcement
I had not considered that, but I will. Excellent idea. http://forum.shrapnelgames.com/images/smilies/happy.gif
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Re: SemiRandom project beta release / announcement
Ok, does anyone care to share a simple algorithm for converting to normal rgb from the decimal system used by Dom3 for the maptextcol command:
RGB(0-255,0-255,0-255) #maptextcol <red> <green> <blue> with values between 0.0 to 1.0 I can get guestimations that are in general ranges, but not precise values without some rounding. It shouldn't be that hard, but I am tired and I don't want to spend all night trying to bend my mind. http://forum.shrapnelgames.com/image...ies/tongue.gif |
Re: SemiRandom project beta release / announcement
So multiplying by 255 doesn't work? O_o
Did you try rounding to the nearest integer? Did you try truncating? How about rounding up? |
Re: SemiRandom project beta release / announcement
I think it is going to work fine by simple rounding. I was just trying to get the color displayed in the preview as close as possible to the result in game. Trying a little harder than was necessary last night. http://forum.shrapnelgames.com/image...ies/tongue.gif
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Re: SemiRandom project beta release / announcement
Well, the game probably uses some sort of rounding itself, so if both of you round the same way, it should produce exactly the same colors.
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Re: SemiRandom project beta release / announcement
Playing around with name generation tonight and thought I would share the latest test run results for waste:
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Re: SemiRandom project beta release / announcement
The random name generation has been improved considerably since the last post. I have also found and corrected several errors in the initial GAN sets. Mostly a few Faerun provinces where I had missed removing a few #setland commands.
I am considering some additional options: One would be the ability to label certain province designs as being era specific and allowing the user to specify early, middle, late or no preference. This would allow GAN authors to design a province using LA Atlantis units without the province appearing in an EA game. The other would be an option to obscure or obfuscate the appended special provinces by stripping them of all comment lines and replacing strings with the numeric ID where possible. The idea is that it would make it less tempting to browse the map file prior to attacking a given province and limit spoilers. So the following map code: Quote:
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Now, before I spend time implementing these changes, does anyone have an opinion? Is it something anybody would want? I have no problem staying out of the map file while playing my turns, so I can live without the 2nd option. I also don't personally care about filtering eras in my own games, but maybe someone else does? Your $0.02 (converted to your preferred currency) requested... http://forum.shrapnelgames.com/images/smilies/happy.gif |
Re: SemiRandom project beta release / announcement
You can strip out comments if you wish, but I'd prefer to keep them.
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Re: SemiRandom project beta release / announcement
comments in the .map file arent such a problem anymore since players dont have to have the map file to play.
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Re: SemiRandom project beta release / announcement
As far as peeking goes - since it's impossible to prevent peeking (for anyone who has the map file, anyway), I prefer to simply publish the map file, make sure it is easy to read and peek.
OTOH, I can see how people might prefer to be surprised. I know this might be (a lot) of work, but would an execution flag that strips comments be possible? |
Re: SemiRandom project beta release / announcement
Either option would be a flag set in the config file prior to execution. I will leave the comments alone unless somebody changes my mind.
Any opinions on the whole Era filter question? |
Re: SemiRandom project beta release / announcement
era filter might be a good idea but be sure to allow for "I dont care" as probably a default.
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Re: SemiRandom project beta release / announcement
Just a quick update. I am just coming out of a week long bout with the flu, so I have not made much progress. Currently playing a game on a modified random map and enjoying it very much. http://forum.shrapnelgames.com/image...ies/tongue.gif
One thing that I see that needs some attention is how to handle starts. I would like to add an option for the program to add start positions. It already marks any predefined start positions as off limits for modification, but when the game assigns starting positions, it could be right next door to a particularly tough special province. So if anybody could point me to a simple, efficient algorithm for placing start positions appropriately on an existing map using only information available within the .map file (not the image x,y coords), it would save this mathematically challenged hack from trying to reinvent the wheel. Currently looking at different path finding algorithms for inspiration. Regardless, I will try to upload the latest version some time this weekend for anyone interested. |
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