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  #221  
Old January 8th, 2011, 04:48 AM

DeadlyShoe DeadlyShoe is offline
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Default Re: RanDom v2.03 - Map gen & Semirandomizer... Updated

We're talking about a Dominions crash, right? it should be impossible to mess up - it won't let you choose a nation that's not in, at least not in a singleplayer create-game.

did you copy the (name)_sr.map file from the SemiRandom Folder to the Maps folder?

first check the RanDom settings. Is Starts- Lock Player Counts to Nat Cfg checked? And, does the listed number of AI Players in the AI Gods tab actually match what you've chosen in the nation picker? In particular, if it shows 0 0 you need to restart RanDom. Finally make sure that the map name you're Randomizing is actually the map you want to Randomize.

Another quick check is to open the .map file in a text editor and scrol to the bottom. It should list the nationstarts - first the human starts, then the AI starts after a seperator.

If you're still having problems upload the .map file you're using and i'll take a look at it.
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  #222  
Old January 8th, 2011, 06:25 AM
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Default

Yeah im doing all the basic stuff right as far as i can tell.
So here, as an example i picked the simplest thing: MA. Me as arco and 1 AI as ermor.. crashes.
All settings in semi random are correct as far as i can tell and both (and only) those players available to choose in nation select.
I chose arco as mine and ermor as the AI
Attached map file (renamed to doc so i didnt have to zip it)

edit: btw i AM able to choose ermor as my nation despite it being listed as AI only.. is this just not compatible with the newest version?

edit: wtf is it using an EA arco god? 0.o
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File Type: doc AUTOMAP_SR.doc (11.5 KB, 73 views)

Last edited by DakaSha; January 8th, 2011 at 06:50 AM..
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  #223  
Old January 8th, 2011, 07:03 AM
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Default Re: RanDom v2.03 - Map gen & Semirandomizer... Updated

Speaking of compatibility is their any chance of a newer version that allows the new races?

kinda sucks to not be able to use all
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  #224  
Old January 9th, 2011, 12:11 PM

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Default Re: RanDom v2.03 - Map gen & Semirandomizer... Updated

According to the tag at the bottom of the map file you seem to be using an out of date version of RanDom, which probably explains why you can't choose newer races. :^)

Anyways, the map file looks fine except as you say the EA Arco god. That probably indicates you don't have all the newer God files installed either. Try deleting your RanDom folder and replacing it with this:

http://forum.shrapnelgames.com/showp...&postcount=210

That should have all the GOD files and the uptodate RanDom.
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  #225  
Old January 23rd, 2011, 06:23 AM

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Default Re: RanDom v2.03 - Map gen & Semirandomizer... Updated

I'm using the latest version and am having issues.

When I run the program for the map Cradle of Dominions (for 1 human player and 7 AI's) it says this at the end of the file:

-- Modified Independent Province Count: 176

When I run the program for the map Alexander_No_Sites (for 1 human and 2 AI's) it says this:

-- Modified Independent Province Count: 13

For some reason when I randomise the map Alexander it modifies significantly less provinces. Its a wrap-around map if this changes anything.

Does anyone have any idea's?
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File Type: 7z TESTDUMP.7z (25.2 KB, 57 views)
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  #226  
Old January 25th, 2011, 09:40 PM
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Default Re: RanDom v2.03 - Map gen & Semirandomizer... Updated

Alexander has many #start & #nostart locations defined. The #start locations negate that province and every province bordering it from modification.
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  #227  
Old January 26th, 2011, 12:27 AM

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Default Re: RanDom v2.03 - Map gen & Semirandomizer... Updated

Cheers.
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  #228  
Old January 27th, 2011, 02:03 AM
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Default Re: RanDom v2.03 - Map gen & Semirandomizer... Updated

I've never used the semi-random myself, however I'm updating a map where it was used and discovered three things which should be considered for removal within the semi-randomizer.

1) Remove #killfeatures: I found some provinces created with this command and I feel it's a bad idea for the following reasons:
A) Removes randomly generated magic sites, thus the game is more predictable.
B) Players who use this tool frequently will know exactly what magic sites exist within provinces and thus providing them an edge as compared to players which are less familiar with the provinces created.
.
.
2) 50+ units for one province should have a bag of wine. Too many units will sometimes cause a lack of supplies. I found several provinces where the province had many units which could cause starvation. Any province with more than 50 units should have a commander with a bag of wine... just to be safe, especially since events can drop more indepedents.

3) I found many provinces using the #xp command. I suggest a change is made where the tool will *randomly* provide 15 commanders with experience which ranges from 5 experience to 300 experience. This will allow the semi-randomizer to be more random and less predictable.
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Last edited by NTJedi; January 27th, 2011 at 02:08 AM.. Reason: #xp command
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  #229  
Old January 27th, 2011, 10:31 AM
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Default Re: RanDom v2.03 - Map gen & Semirandomizer... Updated

The things you point out are VERY true. However, they are not things about the program that can (or should) be fixed by the program.

Those are things that were used by the players who designed those province files that you have problems with. There is a tendency for people when they first start out designing provinces to want to force a image they have of that province.

More randoms are better and the SemiRand program does allow for more "semi" by allowing each province file to create sub-lists for its own design. As they progress, the people doing those files tend to do more things that make a province design more random. Provide a list of possible names for the province, a list of equipment to be randomly assigned, a list of magic sites which can be assigned to the province to fill out the 4 slots, or killing the sits there but providing a list of magic sites that fit the pattern to be selected from.

The problem is that we STILL dont have enough province designs to make SemiRand work the way it was meant to. And we have too many really REALLY special provinces. We need more filler designs. Not so deadly as to become an entire game itself to try and take it, but just a cute idea with a name to match, and guards to match, and magic sites that fit those as your reward.
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  #230  
Old October 6th, 2011, 09:06 PM

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Default Re: RanDom v2.03 - Map gen & Semirandomizer... Updated

What should i be putting for width and height? Im trying to create a random medium sized map...
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