Give it to me!DSMatticus wrote:I was debating putting the seed up here, but I ended up not doing it. Maybe I should have.
[Dom3] UG: Academy of Flowing Magma [Late Game]
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- angelfromanotherpin
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Ahh, I meant to say in the original post: it's long gone now. Sorry. I had it saved in a .txt for awhile with the rest of my interesting/potentials, but then I trimmed it.angelfromanotherpin wrote:Give it to me!DSMatticus wrote:I was debating putting the seed up here, but I ended up not doing it. Maybe I should have.
I'll let you know if I see anymore.
- Avoraciopoctules
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It helps if you know what you are looking for. After my first 120, I started doing Control-F test searches for "reanim" . I very much wanted a faction that would let me deploy large numbers of mediocre skeletal infantry, and so I didn't even look at things that failed to grant H3 reanimators.DSMatticus wrote:I don't even know how Avoraciopostalulysses (I still refuse to check how your name is actually spelt before I post) got reanimating factions; I've generated a batch of a 100 without a single reanimating faction before, with 4 being the highest I've seen at a time in such a batch. Finding one that didn't suck must have taken forever.
EDIT:
Generating nations like this is nostalgically reminiscent of those old AD&D computer games where you could spend half an hour virtually rolling and storing stat arrays in an attempt to get as many 18s as possible. I'm not sure whether I should consider that a good thing.
Last edited by Avoraciopoctules on Mon May 14, 2012 4:29 am, edited 1 time in total.
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It would be nice if you could set it to only produce nations with certain attributes, but on the flip side these nations aren't really 'balanced' and anything that speeds up the search process will make it easier to find outputs that are just unfair. Of course, you can do that anyway; I'm actually sort of hesitant to play Nayo. Those are some seriously hardcore mages. They are as diverse as Utwald's, but sacred for half the upkeep.Avoracio wrote:Generating nations like this is nostalgically reminiscent of those old AD&D computer games where you could spend half an hour virtually rolling and storing stat arrays in an attempt to get as many 18s as possible. I'm not sure whether I should consider that a good thing.
Also, the executable is just a command prompt interface; I imagine you could set up a batch file that would run the program many times in a row to create X mods of Y nations each, then you could do a search on all files named descriptions.txt in your mod directory for "reanim." Less sure on how you'd do that last bit with windows standard search, but there's got to be a way. Of course, some of the attributes I'd care most about aren't even searchable, sadly; what kind of magic can they get out of non-cap forts? Are their big mages hardcoded, linked picks, or cross picks? Are their mages sacred?
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Some things are outright broken. A lot of cavalry have the weapon " ," (weapon 710) which I assume is supposed to be some kind of hoof attack but I can't click on it and I suspect it isn't actually defined. A bunch of weapons (such as Chakram) don't have graphics defined, and if you get them you just get a broken sprite.
It certainly has some weirdness in some of the cost calculations. "Heavy" Wyvern Cavalry costs 90 gold, but "Light" Wyvern Cavalry only costs 70. You are not buying Wyvern Cavalry for the ordinary human with a broadsword on the back!
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It certainly has some weirdness in some of the cost calculations. "Heavy" Wyvern Cavalry costs 90 gold, but "Light" Wyvern Cavalry only costs 70. You are not buying Wyvern Cavalry for the ordinary human with a broadsword on the back!
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I've seen that on units before; I've also seen some description text for a shapeshifting unit that assured me it would shapeshift into a "". I'm not sure if it's non-functional (never tested or looked at the mod files in either case) or if it's just missing strings.FrankTrollman wrote:A lot of cavalry have the weapon " ," (weapon 710)
Never got that; I can see chakrams just fine. Little circular hoops.FrankTrollman wrote:A bunch of weapons (such as Chakram) don't have graphics defined, and if you get them you just get a broken sprite.
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Look at it more closely. It probably slipped by because Chakrams are circles, but that's not a chakram picture, that's the "no weapon sprite donut".DSMatticus wrote:Never got that; I can see chakrams just fine. Little circular hoops.FrankTrollman wrote:A bunch of weapons (such as Chakram) don't have graphics defined, and if you get them you just get a broken sprite.
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If it makes any difference, I'm pretty sure I've seen 'chakrams' of multiple colors. I don't know if that makes it any more or less likely that I'm seeing actual chakrams or not, because I have no idea what the no weapon sprite donut is or looks like or what sort of behavior we're talking about. I'll give it a closer look next time some faction generates chakrams; maybe post a preview.FrankTrollman wrote:Look at it more closely. It probably slipped by because Chakrams are circles, but that's not a chakram picture, that's the "no weapon sprite donut".DSMatticus wrote:Never got that; I can see chakrams just fine. Little circular hoops.FrankTrollman wrote:A bunch of weapons (such as Chakram) don't have graphics defined, and if you get them you just get a broken sprite.
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But I haven't seen any missing sprites other than chakrams (if I have in fact seen missing chakrams at all).
I think some of the defined weapons and armour reference another mod. I've created occasional units with broken weapons and armour, as well as tripped some errors during unit generation by creating special cavalry without mounts.
In any case, I've settled on a new nation
-- Generated with version OHH AHH UHH.
-- Nation 76: Etfurt generated with seed 1883473302
Badass Hoburg death cult with wolf cavalry.
In any case, I've settled on a new nation
-- Generated with version OHH AHH UHH.
-- Nation 76: Etfurt generated with seed 1883473302
Badass Hoburg death cult with wolf cavalry.
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For now, I'm still going with Nayo (-651238625) if Korwin wants to put me in the first post with the others. I put their preview somewhere back there.
Edit: Unless anyone objects. They feel kind of crazy, but I'm not really good enough to tell if they're unreasonably crazy.
Edit: Unless anyone objects. They feel kind of crazy, but I'm not really good enough to tell if they're unreasonably crazy.
Last edited by DSMatticus on Mon May 14, 2012 7:35 am, edited 1 time in total.
Hmm, Unitgen is written with CBM in mind...Winnah wrote:I think some of the defined weapons and armour reference another mod. I've created occasional units with broken weapons and armour, as well as tripped some errors during unit generation by creating special cavalry without mounts.
Also updated first post
Red_Rob wrote: I mean, I'm pretty sure the Mayans had a prophecy about what would happen if Frank and PL ever agreed on something. PL will argue with Frank that the sky is blue or grass is green, so when they both separately piss on your idea that is definitely something to think about.
Elmokki wrote:Warhorse hoof (weapon id 710) is used by some mounts. It won't crash if you don'y have CBM enabled, but then your cavalry has one attack less. A simple replacing all "#weapon 710" with "#weapon 56" will fix this. That said I do not guarantee that there won't be more similiar things in the future since for me Dominions 3 is Dominions 3 with CBM.
So we are 4, we want a map with ~60 provinces.
Small ones:
http://dom3maps.wikidot.com/system:dominionsofheroes
http://dom3maps.wikidot.com/system:frostbite
http://dom3maps.wikidot.com/system:ossya
Bigger ones:
http://dom3maps.wikidot.com/system:volcanicrebirth
http://forum.shrapnelgames.com/showpost ... stcount=13 ideal size, if we ignore the water.
http://forum.shrapnelgames.com/showpost.php?p=710130 No independents
Right size:
http://forum.shrapnelgames.com/showpost ... ostcount=1 huh? I found one? no, invalid link
The alternative would be an random generated one. Oppinions so far?
Small ones:
http://dom3maps.wikidot.com/system:dominionsofheroes
http://dom3maps.wikidot.com/system:frostbite
http://dom3maps.wikidot.com/system:ossya
Bigger ones:
http://dom3maps.wikidot.com/system:volcanicrebirth
http://forum.shrapnelgames.com/showpost ... stcount=13 ideal size, if we ignore the water.
http://forum.shrapnelgames.com/showpost.php?p=710130 No independents
Right size:
http://forum.shrapnelgames.com/showpost ... ostcount=1 huh? I found one? no, invalid link
The alternative would be an random generated one. Oppinions so far?
Game created!
http://www.llamaserver.net/gameinfo.cgi ... owingMagma
(With an random map 60 land + 0 sea).
Map can be changed if wished for...
Mod and Map can be found here: http://forum.shrapnelgames.com/showthread.php?t=48811
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When I run field of battle, I see independents. What do they mean by no independents?
Anyway, the small ones are probably too small, Ossya being more stomachable than the rest if we want a quick game. Yalun Som has way too much water. Fields of Battle generated independents when I tried it, so I'm not sure what 'no independents' is supposed to mean, but if it has independents it seems like it would be okay.
So, yeah. Fields of Battle or Volcanic Rebirth seem alright.
Edit: Semi-ninja'd. That one seems alright if we want to do a random.
Anyway, the small ones are probably too small, Ossya being more stomachable than the rest if we want a quick game. Yalun Som has way too much water. Fields of Battle generated independents when I tried it, so I'm not sure what 'no independents' is supposed to mean, but if it has independents it seems like it would be okay.
So, yeah. Fields of Battle or Volcanic Rebirth seem alright.
Edit: Semi-ninja'd. That one seems alright if we want to do a random.
Last edited by DSMatticus on Wed May 16, 2012 7:56 pm, edited 1 time in total.
Pretender for Gani, then we could start.
Red_Rob wrote: I mean, I'm pretty sure the Mayans had a prophecy about what would happen if Frank and PL ever agreed on something. PL will argue with Frank that the sky is blue or grass is green, so when they both separately piss on your idea that is definitely something to think about.
- Avoraciopoctules
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- Avoraciopoctules
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well you did not try, you succeded
I had quickhost deaktivated to change the map if wished.
Game starts now.
I had quickhost deaktivated to change the map if wished.
Game starts now.
Red_Rob wrote: I mean, I'm pretty sure the Mayans had a prophecy about what would happen if Frank and PL ever agreed on something. PL will argue with Frank that the sky is blue or grass is green, so when they both separately piss on your idea that is definitely something to think about.
- Avoraciopoctules
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Excellent. I'm going to get some sleep now, but soon the people of this world will tremble before the power of Argalath the Underwhelming, Dread King of Gani!
Last edited by Avoraciopoctules on Fri May 18, 2012 8:02 am, edited 2 times in total.
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- Avoraciopoctules
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- Avoraciopoctules
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Turn 2 in. I've started reanimating mediocre longdead infantry and sent out my first expansion party. I'm hoping to build a second fort fairly early on, so I won't fall too far behind in magical research.
The longdead will be useful in a couple turns when I need troops in front to catch arrows and lances. I see a cavalry province next to me already.
The longdead will be useful in a couple turns when I need troops in front to catch arrows and lances. I see a cavalry province next to me already.
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