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  #71  
Old September 13th, 2007, 10:38 PM
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Default Re: Gandalf\'s Crazy Solo Games

Wow I am embarrased.
I started the SemiRandom project, and you have got it licked much better than I do.

As far as I can tell, all of what you said is very possible. But you would probably have to bounce it off of Ballbarian to be sure.

Having indys as a percentage on the mapgen part of Ballbarians program should be very easy, and probably a great idea.

The creative use of the @ code is great but it looks abit overdone. If the nation numbers and monster-gods are both random then you have a chance of overwriting one you just did. Setting it to 79 (the highest number available and most unlikely to be used by Kristoffer any time soon). Also, as much as I love randoms in every project I do, I think it gets away from the purpose of the SemiRandom project if we dont try to create one really good surprise rather than all options as randoms.

Im leary of getting into details and tempting in one of the experts to tell me that I totally dont understand Eater of the Dead... but Im thinking
10 dominion
3 Death scales
3 ant-magic
3 anti-luck
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  #72  
Old September 14th, 2007, 01:46 PM
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Default Re: Gandalf\'s Crazy Solo Games

#war <nation> <nation>
I ran across NT Jedi's request in the Mapper Wishlist to have the opposite of #ally by being able to create an automatic war between two nations. (AI's only)

My brain farted out that I can drop an army belonging to nation1 into the home province of nation2. Or give them each a province next door to the other. Or even a bunch of scouts I think will serve the need. Im not sure but I THINK that once a war is started by the AI, it stays started?

As an interesting sidenote, I have accidentally mistyped the nation number for an added army which created situations where one nations capital starts off being sieged by another nation. I havent come up with a scenario for that but maybe someone else will.

Edit:
One thought maybe using the "Special Monsters" nations number to create a "Arcos has come under siege by horrors. Rush to their aid."

Edit2:
Or how about victory points in each capital. And a scenario of "Lanka is going to WIN! Lanka has a large sieging force in every capital except yours. You must rush to save as many as possible for if Lanka gains them then you cannot survive."

Edit3:
This is getting nuts. I need to quit. Anyway, how about an MP game where a large standardized army of knights and bowmen is dropped into everyones capital and randomly assigned to one of the other players. Everyone starts out under seige by someone else.
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  #73  
Old September 17th, 2007, 04:11 PM
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Default Re: Gandalf\'s Crazy Solo Games

I have an idea to make a semi-no-independents game. I cannot code it, but I think it will woek.

1. Create 2 or 3 new nations comprised of independents. These nations would have no mages or blessed troops. All they could do is recruit archers, infantry, cavalry, mundane commanders. Call these "Mundane Nations"
2. Give the nations a starting troop strength of several commanders, heavy infantry, archers, in adequate strength to represent level 5 to 9 indy starting strength.
3. Set up the nations so that they do not start with a castle.
4. Here is the part I do not know how to do. If for example you have a 100 province map and are using 10 DOM3 nations you would set up 70 of these "mundane nations" as additional opponents. That would randomize the remaining 20 provinces with recruitable independents and you would not be able to recruit the national troops of the "Mundane Nations". The starting provinces would also always be randomized if someone can figure out if this works.

The big problem that I don't know how to get around is how to setup the same nation multiple times.
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  #74  
Old September 17th, 2007, 05:08 PM
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Default Re: Gandalf\'s Crazy Solo Games

You can create a castled province which is owned by independents (nation 23). You can create as many of those as you wish. But like independents, they will not break out of that province.

You can also create fully AI nations by using the empty nation slots. at the moment those are 70-79

And, now that I think of it...
The max number of nations is 80. It seems as though you could use as many of those as you want. Either as they are, or rebuilt.
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  #75  
Old September 19th, 2007, 06:47 PM
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Default Re: Gandalf\'s Crazy Solo Games

Quote:
Edratman said:
The big problem that I don't know how to get around is how to setup the same nation multiple times.
You just copy and paste the code for the nation and change the nation number accordingly. You won't run into the usual troubles with the descriptions or icons that mod nations have, since you're going to use stock units only.
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