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February 18th, 2009, 02:06 PM
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Shrapnel Fanatic
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Join Date: Oct 2003
Location: Vacaville, CA, USA
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Re: Nation Library
Quote:
Originally Posted by Aezeal
Well I guess that means Gandalf will have to do it himself
I'll be awaiting the results
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That might be a long wait.
I have many projects in the Map and Server categories which are higher on my list. Im moving thru them fairly quickly but the only mods I do tend to be either small or of more interest to me personally than this. This strikes me as mostly an MP mod. It also strikes me as a mod which would require occassional updates to stay current. Something I try to avoid.
So unless one of the "its really simple, do it yourself" suggesters provides a nice public domain example/template I will probably limit myself to encouraging others, and offering to host the results.
__________________
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February 19th, 2009, 04:38 AM
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General
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Join Date: Feb 2007
Location: R'lyeh
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Re: Nation Library
Quote:
Originally Posted by llamabeast
(trivial is something mathematicians say about things which are too faffy to actually do)
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It's mathematician's code for "do it yourself if you really care", yes. With a bit of "it doesn't take much brains to do it, but it's time-wasting labor, and it bores me to tears".
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February 24th, 2009, 10:06 AM
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BANNED USER
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Join Date: Jan 2009
Location: a small farm
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Re: Nation Library
Quote:
Originally Posted by chrispedersen
Many times, multiple people would like to play the same nation.
If each nation were defined in a mod, the game moderator could add however many nations in each game.
For example, you could have two lankas in a game - and three ulms.
For the ulmish civil wars, I have done ulm. Would anyone else be willing to help out with this project?
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I've had mostly the same idea. Of particular interest to me is a game where all the banned nations can fight it out.
I disagree with the other posters that it's a trivial exercise. Duplicate copied nations have to be cleared and everything added back in including recruitables, fortresses, nationals, dom effects, pretenders, PD, etc. But once all that has been figured out and written down somewhere it is trivial to whip up a mod with the duplicate nations.
I have some interest in helping with the project, mostly with the automation part of it which I'm currently developing in python.
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February 24th, 2009, 11:51 AM
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Shrapnel Fanatic
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Join Date: Oct 2003
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Re: Nation Library
Edi's database covers that much of that territory. Listing the units per nation. And possibly the pretenders.
Python would be a good choice for such a program.
Gandalf Parker
--
per peer-pressure preoccupation
My maps, mods, and mullings can be found at
http://www.Dom3Minions.com
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February 24th, 2009, 05:33 PM
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Join Date: May 2004
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Re: Nation Library
Doh, wish I had known that... I did it manually.
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February 26th, 2009, 03:26 PM
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BANNED USER
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Re: Nation Library
So I have a prototype now with dmg (DomModGen) I used chrispedersen's UlmCivilWar mod as an example and wrote the equivalent of his second nation (Tolkein's) with dmg classes and methods. The last couple of lines wrap the nation in a mod and printing it lets you >file.dm or |more to test. This example is included in the dmg.zip if you want to mess with it. I've included variable names and snipped text for readability. Anyway just applying a loop, incrementing the slot, and changing name could generate chris's mod. Seems to be missing unique pretenders unless LA Ulm doesn't have any.... and dmg is missing it because there has not yet been a need This has not been well tested so bugs are probable but I started a game with it and it looked Ulmish.
Code:
#!/usr/bin/env python
from dmg import D3MNation, D3M
era = 3
slot = 73
LA_Ulm = D3MNation(era,
slot,
name = "CountVonTolkien",
brief = "Ulm is a human kingdom... snipped ...trade in the arcane.",
summary = "Race: Stocky humans... snipped ...Priests: Weak.",
flag = None)
LA_Ulm.add_units([482,1013,1014,1015,1017,1034])
LA_Ulm.add_commanders([1016,1018,739,740,1023,1012])
LA_Ulm.set_PD(defcom1 = 1016,
defcom2 = 739,
defunit1 = 1013,
defunit1b = 482,
defunit2 = 1024)
LA_Ulm.add_site("The Ruined Keep")
LA_Ulm.add_site("Black Forest")
LA_Ulm.add_site("The Black Temple")
LA_Ulm.set_forts(castleprod = 25,
startfort = 3,
defaultfort = 8,
farmfort = 3,
forestfort = 35,
mountainfort = 6,
swampfort = 11)
LA_Ulm.set_startarmy(startcom = 1016,
startscout = 1018,
startunittype1 = 1013,
startunitnbrs1 = 8,
startunittype2 = 1015,
startunitnbrs2 = 8)
LA_Ulm.copy_national(spell = "Sanguine Heritage",
new_name = "Tolkien's Taking",
new_desc = "And so it is given, One from another, for time immemorial.")
new_mod = D3M(era = era, modname = "LA_Ulm Test")
new_mod.add_nation(LA_Ulm, slot = slot)
print new_mod
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The Following 2 Users Say Thank You to pyg For This Useful Post:
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February 27th, 2009, 02:24 AM
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BANNED USER
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Join Date: May 2004
Posts: 4,075
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Re: Nation Library
You guys never cease to amaze me.
I did make a bug in the original mod (obviously not your fault). The corrected mod adds 4 new spells, you can grab it from the Ulm Civil War thread.
Note however I was lazy on the spell descriptions.
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February 27th, 2009, 01:47 PM
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BANNED USER
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Join Date: Jan 2009
Location: a small farm
Posts: 340
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Re: Nation Library
I hope it's not abuse to paste in another big chunk of code, but I rewrote the ulm.py example to actually do chrispedersen's whole mod in 46 lines although some of the description text is snipped. This is the terse version. I've attached the actual output as ulm.dm.zip.
Code:
#!/usr/bin/env python
# -*- Mode: Python; tab-width: 4 -*-
from dmg import D3MNation, D3M
era = 3
slot = 72
players = [("BlackChris", "BlackChris"),
("Tolkien", "CountVonTolkein"),
("CountSzendry", "CountSzendry"),
("SteurmMithras", "SteurmMithras"),
("PrinceLaveare","PrinceLaveare"),
("AdjuctantDedas","Adjuctant Dedas"),]
new_mod = D3M(era=era, modname = "UlmCivilWar")
for player, nation in players:
LA_Ulm = D3MNation(era, slot, nation,
brief = "Ulm is a human kingdom... snipped ...trade in the arcane.",
summary = "Race: Stocky humans... snipped ...Priests: Weak.")
LA_Ulm.add_units([482,1013,1014,1015,1017,1034])
LA_Ulm.add_commanders([1016,1018,739,740,1023,1012])
LA_Ulm.set_PD(1016, 739, 1013, 482, 1024)
LA_Ulm.add_site("The Ruined Keep")
LA_Ulm.add_site("Black Forest")
LA_Ulm.add_site("The Black Temple")
LA_Ulm.set_forts(25, 3, 8, 3, 35, 6, 11)
LA_Ulm.set_startarmy(1016, 1018, 1013, 8, 1015, 8)
LA_Ulm.copy_national(spell = "Sanguine Heritage",
new_name = player + "'s Taking",
new_desc = "And so it is given, One from another, for time immemorial.")
LA_Ulm.copy_national(spell = "Iron Darts",
new_name = player + "'s Darts",
new_desc = "And so it is given, One from another, for time immemorial.")
LA_Ulm.copy_national(spell = "Iron Blizzard",
new_name = player + "'s Blizzard",
new_desc = "And so it is given, One from another, for time immemorial.")
LA_Ulm.copy_national(spell = "Pack of Wolves",
new_name = player + "'s Wolves",
new_desc = "And so it is given, One from another, for time immemorial.")
LA_Ulm.copy_national(spell = "Sloth of Bears",
new_name = player + "'s Bears",
new_desc = "And so it is given, One from another, for time immemorial.")
new_mod.add_nation(LA_Ulm, slot)
slot += 1
print new_mod
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February 27th, 2009, 02:18 PM
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BANNED USER
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Join Date: May 2004
Posts: 4,075
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Re: Nation Library
Hmmm... I *think* I'm willing to keep working on this with you pvg. We can include the NationalLibrary as part of ChrisCBM...
If we do one nation a day.. well be done in two months....
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February 27th, 2009, 02:38 PM
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National Security Advisor
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Join Date: Sep 2003
Location: Eastern Finland
Posts: 7,110
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Thanked 153 Times in 101 Posts
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Re: Nation Library
If you do EA Kailasa next, you could get a proof-of-concept game underway. Omnirizon, RDonJ, Hadrian II and Executor have expressed interest in all-Kailasa game. Look at page 5 of the "Kailasa guide" thread on the main forum, if you haven't already.
Nice work, both of you. I might help with a couple of nations, but not right now. I'm away from my Dominions installation for a week.
Last edited by Endoperez; February 27th, 2009 at 02:47 PM..
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