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  #51  
Old August 30th, 2007, 11:14 PM
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Default Re: Sitting on the fence

Ive seen the logs of some of those conversations Wikd. Obviously that doesnt bother me.

But..
I wouldnt mind a few more (please some other people) suggestions on what to do with the server. It does seem as though 2-4 player blitzs on standard Dom3 maps is getting stale.
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  #52  
Old September 11th, 2007, 01:48 PM

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Default Re: Sitting on the fence

BUMP BUMP BUMP
Did anything happen with this thread?
Do we have any numbers on what people really want?
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  #53  
Old September 11th, 2007, 03:04 PM
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Default Re: Sitting on the fence

Yes yes yes tho I was hoping for somemore input from other people.

Actually I did look at my sites log. I was surprised to see so much activity on some (and so little on others).

One thing it spurred me to do is that I did look at the "Poke in the Eye" map again. I tried to fix the problem with indept castles being too easy to capture but my first try at it created worse problems. In any case, the zip has been updated to include the new units (some of which arent in the game yet).
http://www.dom3minions.com/RandomMaps/Poke_Eye_v3.zip
Until I iron out the indept castles thing I dont think I will be turning on the daily updates to it like the Dom2 version had.

Recommended game settings for best AI seems to be:
A) turn up supplies
B) turn down resources
C) for THIS map, turn down indepts altho usually you should turn that up for AIs

Im guessing that higher money might also help. Not sure on special site frequency (probably turn it down). Im also not sure if AI is better with large or small Hall of Heroes (probably larger?).

Gandalf Parker
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  #54  
Old September 11th, 2007, 03:29 PM

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Default Re: Sitting on the fence

What seems to be the particular problem with your Poke in the Eye map and your fix?

Is there a particular thread - oh, you just created it now. I'll move my commentary on this to it.

http://www.shrapnelcommunity.com/thr...b=5&o=&fpart=1
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  #55  
Old September 11th, 2007, 03:37 PM
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Default Re: Sitting on the fence

Hmm I just noticed that the AI allies are only the first 17 nations (old Dom2 code) so playing Early Age is probably best for a decent AI game
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  #56  
Old September 11th, 2007, 06:35 PM
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Default Re: Sitting on the fence

Random Gods
This is already pretty much handled by the SemiRandom program as far AI's and solo playing. But I had a thought about it for multiplaying.

When I was trying to iron out the procedures for creating a mega game I had to include the renaming. The game was fudged to handle multi gods per nation in Dom3 by naming them in the savedlords directory with numbers. _0 and _1 and _2 etc etc. But when the player uploads them it renames them to age_nation.2h so if someone had a collection of gods, then a randomly selected early_ulm_*.2h to early_ulm.2h in the games subdirectory should work.

Unfortunately not for AI's, only human players. And you cannot make early_ulm_1.2h the god for early_ctis.2h and have it work. Hmm come to think of it there isnt much there. A large collection of gods and random selection for human players. Oh well, its still workable. Maybe someone else has ideas on it.
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  #57  
Old September 11th, 2007, 06:54 PM

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Default Re: Sitting on the fence

Heres' a scary idea. People have started a weak pretender game where they've tried to design the weakest pretender possible within a certain set of rules and have that assigned to another player. So, how about an AI designed pretender?
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  #58  
Old September 12th, 2007, 12:22 AM
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Default Re: Sitting on the fence

Hmmm maybe I will host a game where everyone turns in their pretender in SemiRandom code. Then if I can figure out a way to randomly assign those it will have a side benefit of gaining us more AI pretenders for the SemiRandom program
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  #59  
Old September 12th, 2007, 12:38 AM

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Default Re: Sitting on the fence

I'm not quite clear as to what this "SemiRandom code" is. Would you please clarify? I'm not even sure whether its animal, vegetable, or mineral.

...
I mean... mod? Coding language? something you just thought up? Some utility I haven't seen yet, although I haven't been looking for any quite yet?
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  #60  
Old September 12th, 2007, 12:56 AM
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Default Re: Sitting on the fence

Quote:
Lazy_Perfectionist said:
I'm not quite clear as to what this "SemiRandom code" is. Would you please clarify? I'm not even sure whether its animal, vegetable, or mineral.

...
I mean... mod? Coding language? something you just thought up? Some utility I haven't seen yet, although I haven't been looking for any quite yet?
The SemiRandom program uses map commands. You can use it to randomize things in a map and then play it. It does a better job than my totally chaos programs because it can place a pre-designed province properly. It can also load a logical god/scales creation for an AI. One built for Mictlan, or Pangaea, or Arcos which are all so different. Its a cool program.
some great province files here
Special Provinces, Unique Defenders.

Some examples of god files are in here.. the AI Conquers

Or a heavier conversation here...
SemiRandom

He also has a program to help you tweak the settings on the map generator in Dom3 to some more personal prefences (sh as colors) but those are actually two different projects which he has blended in one menu lately Idea Thread for SemiRandom
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