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August 6th, 2008, 11:39 AM
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National Security Advisor
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Join Date: Nov 2006
Location: Oxford, UK
Posts: 5,921
Thanks: 194
Thanked 855 Times in 291 Posts
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Re: RanDom v2.03 - Map gen & Semirandomizer... Upd
On the other hand, maps generated with this would be very gratefully accepted for the server.
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August 6th, 2008, 02:21 PM
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Corporal
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Join Date: Dec 2006
Posts: 148
Thanks: 9
Thanked 1 Time in 1 Post
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Re: RanDom v2.03 - Map gen & Semirandomizer... Upd
Balbarian,
Now its says TABCTL32.OCX is missing. I am beginning to wonder how many of these *.ocx files my computer is missing. Hope I am not causing you too much bother and thanks for helping.
Ilamabeast,
You mean your thesis is not on Dominion 3?
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August 6th, 2008, 02:31 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: RanDom v2.03 - Map gen & Semirandomizer... Upd
Good!
We are making progress.
I will attach tabctl32.ocx to this post
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August 6th, 2008, 02:32 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: RanDom v2.03 - Map gen & Semirandomizer... Upd
Don't endanger your PhD llamabeast.
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August 6th, 2008, 04:28 PM
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Corporal
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Join Date: Dec 2006
Posts: 148
Thanks: 9
Thanked 1 Time in 1 Post
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Re: RanDom v2.03 - Map gen & Semirandomizer... Upd
Ballbarian,
It works!! Many thanks.
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August 6th, 2008, 10:43 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: RanDom v2.03 - Map gen & Semirandomizer... Upd
Great!
Don't forget to share any custom map settings ( or any provinces and god files you might come up with in your travels) with us.
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The Following User Says Thank You to Ballbarian For This Useful Post:
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August 9th, 2008, 01:00 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: RanDom v2.03 - Map gen & Semirandomizer... Upd
Attached to this post are 9 new GAN province files in zip format submitted by Gandalf. Some of them are his own inventions and others include contributions from CelestialGoblyn, Stryke, Taqwus, Turin and Cor.
GandalfContributions2.zip
To apply:
Paste the 9 ".gan" files into your SemiRandom/GAN_BIN directory and add the following lines to GanList.txt (located in your SemiRandom/LIST_CRATE directory):
CelestialGoblyn1_U_R_OR_EMT_MNT_
CelestialGoblyn2_LK_U_R_OR_SEA_S_N_
Cor1_U_R_FST_L_
GAN11_U_A_OR_PLN_EMT_MNT_WST_SWP_FST_
GAN12_U_A_OR_PLN_EMT_MNT_WST_SWP_FST_
Stryke1_TMP_U_A_FST_N_
Taqwus1_CO_U_R_PLN_EMT_WST_SWP_FRM_
Turin1_U_A_FRM_N_
Turin2_U_A_N_
These are new and were not included in RanDom version 203.
More great additions from the community for the community. Thanks!
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The Following User Says Thank You to Ballbarian For This Useful Post:
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October 3rd, 2008, 05:17 PM
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Private
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Join Date: May 2008
Location: Germany
Posts: 5
Thanks: 0
Thanked 4 Times in 3 Posts
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Re: RanDom v2.03
I've been trying to set up some custom AI gods on a scenario map with predefined starting positions for each nation (Dawn of Dominions). However, it seems impossible to just get the gods, without messing up the starts. Am I doing something wrong? With "Desired number of players"=12 and AI gods (land+sea)=11, I get 11 custom gods, but they have new, silly starting positions, while the human player gets to keep his start as given in the original map file. If I set "D.N.players"=0 there are no new starts, but also no custom gods, independent of AI gods settings.
So far the best solution has been to delete the undesired #specstart lines by hand (actually by sed), and its working well, but I was hoping for a better solution.
Anyway, thanks for this wonderful tool.
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October 3rd, 2008, 07:24 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: RanDom v2.03 - Map gen & Semirandomizer... Updated
Pehmyt,
Sorry. Just saw your post and I have to leave 5 minutes ago. I will return late tonight and see if I can help you if someone hasn't beaten me to it.
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October 4th, 2008, 12:03 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: RanDom v2.03
Quote:
Originally Posted by Pehmyt
I've been trying to set up some custom AI gods on a scenario map with predefined starting positions for each nation (Dawn of Dominions). However, it seems impossible to just get the gods, without messing up the starts. Am I doing something wrong? With "Desired number of players"=12 and AI gods (land+sea)=11, I get 11 custom gods, but they have new, silly starting positions, while the human player gets to keep his start as given in the original map file. If I set "D.N.players"=0 there are no new starts, but also no custom gods, independent of AI gods settings.
So far the best solution has been to delete the undesired #specstart lines by hand (actually by sed), and its working well, but I was hoping for a better solution.
Anyway, thanks for this wonderful tool.
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The option to place the custom gods with RanDom is tied directly to assigning start positions. Dawn of Dominions is a scenario map with predefined start locations (as you pointed out). RanDom tries to work around existing start locations and provinces with custom content. That is why you are seeing the silly start placement. Your current solution is the best workaround. RanDom was really designed to take a generic map file and spice it up. The custom gods and start locations came later as an afterthought.
(Thanks for the thanks!)
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