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-   -   Utility: RanDom v2.03 - Map gen & Semirandomizer... Updated (http://forum.shrapnelgames.com/showthread.php?t=34826)

Ballbarian May 24th, 2007 10:56 PM

1 Attachment(s)
RanDom v2 is a simple program written in visual basic 6.0 which serves two purposes:

1. It can be used to tweak the various settings for random map generation via the command line options provided by Dominions3, generate the map, and then save those settings for future use, or to load settings from previous sessions.

2. It can also be used to tweak the settings for and run the SemiRandomizer on the specified map.

There are several features I would still like to add, and changes I would like to make, but it can be quite entertaining in it's current state. I have included a few sample saved settings (.stg files) and hope to see some interesting setting files from others.

Since it is a VB program, it will require the VB runtime dll which you probably already have on your system. If not, it is widely available on the net.


************************************************** *************************
2/10/2009 GAN and GOD Compilation is now available HERE!
************************************************** *************************



************************************************** *************************
das123's RanDom Help Guide is now viewable online HERE!
************************************************** *************************


If you receive errors about missing controls see the following posts:
COMDLG32.OCX
MSCOMCTL.OCX
TABCTL32.OCX

For more help on using these controls see:
http://forum.shrapnelgames.com/showp...&postcount=117


For sample map images and previous discussions on RanDom (v1) you can view previous postings HERE.

http://www.dom3minions.com/%7Esemira...P_cot_thmb.JPG http://www.dom3minions.com/%7Esemira...nland_thmb.JPG http://www.dom3minions.com/%7Esemira...krags_thmb.JPG http://www.dom3minions.com/%7Esemira...ulous_thmb.JPG http://www.dom3minions.com/%7Esemira...edsea_thmb.JPGhttp://www.shrapnelcommunity.com/thr...dalfPlains.jpg
http://www.dom3minions.com/%7Esemira...P_savannah.JPGhttp://www.dom3minions.com/%7Esemira...uewaterbay.JPGhttp://www.dom3minions.com/%7Esemira...ggedshores.JPG

Feel free to share your favorite settings here if you would like. The stg files can be opened with any text editor. Just copy the contents and paste them here along with a title for the file and maybe a small sample thumbnail image if you are so inclined.

Basically, the same with some tweaks and upgraded to support SemiRandom version 101 which is where the majority of the work was done. ;)


Ok, I re-uploaded the file and the attachment link appears to be working now.

5/25/07 - Replaced v200 with v201: Fixed a minor problem with the anti aliasing & normal mount check boxes when turning them on via a stg file.

6/24/07 - Replaced v201 with v202: Fixed a major bug in SemiRandom where custom provinces could sometimes be placed on the incorrect terrain and a minor bug involving start placements for water nations. Also, added a check box to the "Starts" tab titled "Lock Player Counts to Nat Cfg". When checked, RanDom will automatically adjust several player count settings in SemiRandom. Very helpful when setting up a quick game. BACKUP YOUR OLD RANDOM/SEMIRANDOM FILES BEFORE INSTALLING THE NEW VERSION OR RISK LOSING YOUR OWN CUSTOM ADDITIONS.

7/08/07 - Replaced v202 with v203: Updated SemiRandom to version 106. Now supports the new "_OR_" tag which will allow placement of a single province file across a wide variety of terrain types. Also added a new option "fiddleXP" which will block #xp (experience point) lines from being written into the map file. This is for folks who would like to keep the Hall of Fame clear of independent commanders. In RanDom, this is a new check box located on the "General" tab. The update also includes some drastic changes to many of the existing GAN province files as well as many new ones. I HIGHLY recommend moving or renaming the old SemiRandom folder prior to installing this new version. And finally, the Province Editor has been updated from version 1.00 to 1.01 to support the new features. The editor's discussion thread can be found HERE.


NOTE: If you are installing over an old version of RanDom some files will be overwritten. I recommend backing up your old RanDom settings folder and SemiRandom folder prior to install. As a general rule, I include any GAN/GOD files that I have received in the latest release so if you have added files from the SemiRandom web site, you should not have to add them again. Additionally, some of the existing GAN files may have been updated as well. You WILL need to add any custom files that you had that were not submitted to me prior to this release.

QUICK PATCH:
HERE is a quick patch for SemiRandom. Upgrades SemiRandom v106 to v107.
To apply:
Replace SemiRandom.exe in your dominions3/SemiRandom folder with the one included in SemiRandom107patch.zip.
Fixes:
Start placement code will no longer ignore "nostart" flags in custom maps.

3/5/08 - Four new GAN province files!
Download from the following link:
Valley of the Sisters
To apply:
Paste the four ".gan" files into your SemiRandom/GAN_BIN directory and add the following four lines to GanList.txt (located in your SemiRandom/LIST_CRATE directory):

SISTERSET1_VL_U_R_OR_EMT_S_N_L_
SISTERSET2_VL_U_R_OR_FST_S_N_L_
SISTERSET3_VL_U_R_OR_WST_S_N_L_
SISTERSET4_VL_U_R_OR_PLN_S_N_L_

These are new and were not included in RanDom version 203.

3/26/08 - 32 new GOD pretender files!
Download from the following link:
NewGods.zip
To apply:
Paste the new Nations.cfg file in your SemiRandom directory. (This updates SemiRandom/RanDom2 to include the new Dominions3 v3.15 nations.)
Paste the 32 ".god" files into your SemiRandom/GOD_BIN directory and add the following lines to GodList.txt (located in your SemiRandom/LIST_CRATE directory):

BARIAN1_13_A_EA_
BARIAN2_13_A_EA_
BARIAN3_13_A_EA_
BARIAN4_27_A_MA_
BARIAN5_28_A_MA_
BARIAN6_29_A_MA_
BARIAN7_30_A_MA_
BARIAN8_31_A_MA_
BARIAN9_14_A_EA_
BARIAN10_32_A_MA_
BARIAN11_33_A_MA_
BARIAN12_34_A_MA_
BARIAN13_35_A_MA_
BARIAN14_36_A_MA_
BARIAN15_37_A_MA_
BARIAN16_38_A_MA_
BARIAN17_39_A_MA_
BARIAN18_40_A_MA_
BARIAN19_41_A_MA_
BARIAN20_42_A_MA_
BARIAN21_43_A_MA_
BARIAN22_44_A_MA_
BARIAN23_46_A_MA_SEA_
BARIAN24_47_A_MA_SEA_
BARIAN25_48_A_MA_SEA_
BARIAN26_69_A_MA_
BARIAN27_27_A_MA_
BARIAN28_29_A_MA_
BARIAN29_30_A_MA_
BARIAN30_31_A_MA_
BARIAN31_32_A_MA_
GANDALF1_40_A_MA_

These are new and were not included in RanDom version 203.

3/27/08 - 66 new GAN province files created and contributed by Foodstamp.!
Download from the following link:
JasonGanSet.zip
To apply:
Paste the 66 ".gan" files into your SemiRandom/GAN_BIN directory and add the following lines to GanList.txt (located in your SemiRandom/LIST_CRATE directory):

JASON1_U_R_OR_FST_S_N_L_
JASON2_U_A_OR_PLN_EMT_MNT_WST_SWP_FST_FRM_S_
JASON3_U_R_WST_L_
JASON4_U_A_OR_PLN_MNT_FST_FRM_S_N_L_
JASON5_U_A_OR_SEA_DEP_S_N_L_
JASON6_U_A_OR_PLN_FRM_S_N_L_
JASON8_U_A_OR_PLN_MNT_WST_SWP_FST_FRM_S_N_L_
JASON9_U_A_OR_PLN_SEA_DEP_EMT_MNT_WST_SWP_FST_FRM_ S_N_L_
JASON10_U_A_OR_MNT_S_N_L_
JASON11_M_A_OR_PLN_EMT_MNT_WST_SWP_FST_FRM_S_N_L_
JASON12_U_A_OR_PLN_FST_S_N_L_
JASON13_U_A_OR_SEA_DEP_S_N_L_
JASON14_U_A_OR_FST_S_N_L_
JASON15_U_A_OR_MNT_SWP_FST_S_N_L_
JASON16_LK_U_R_OR_SEA_DEP_S_N_L_
JASON17_U_A_OR_FST_S_N_L_
JASON18_U_A_OR_FST_S_N_L_
JASON19_U_R_OR_SWP_S_N_L_
JASON20_M_A_DS_
JASON21_IS_U_R_
JASON22_U_A_OR_FST_S_N_L_
JASON23_CLD_U_A_N_
JASON24_CLD_U_A_N_
JASON25_CLD_U_R_WST_N_
JASON26_U_A_OR_PLN_MNT_FST_FRM_S_N_L_
JASON27_U_A_OR_PLN_FRM_S_N_L_
JASON28_U_A_OR_FST_S_N_L_
JASON29_U_A_OR_EMT_MNT_FST_S_N_L_
JASON30_CLD_U_A_OR_S_N_L_
JASON31_U_A_OR_FST_S_N_L_
JASON32_U_A_OR_PLN_FST_FRM_S_N_L_
JASON33_U_A_OR_EMT_MNT_S_N_L_
JASON34_U_A_OR_SEA_DEP_WST_S_N_L_
JASON35_U_A_OR_SEA_DEP_S_N_L_
JASON36_TMP_U_A_OR_FST_FRM_S_N_L_
JASON37_TMP_U_A_OR_FST_S_N_L_
JASON38_HOT_U_R_OR_EMT_MNT_S_N_L_DS_
JASON39_U_A_OR_PLN_L_
JASON40_TMP_U_A_OR_PLN_FST_FRM_S_N_L_
JASON41_TMP_U_A_OR_PLN_SWP_FST_FRM_S_N_L_
JASON42_TMP_U_R_OR_PLN_N_L_
JASON43_CLD_U_A_MNT_S_
JASON44_TMP_U_A_FST_N_
JASON45_TMP_U_A_SWP_N_
JASON46_U_A_S_
JASON47_CO_U_A_OR_S_N_L_
JASON48_HOT_VC_U_A_OR_S_N_L_
JASON49_VL_U_A_OR_S_N_L_
JASON50_U_A_OR_SEA_WTR_S_N_L_
JASON51_CLD_U_A_CAV_N_
JASON52_TMP_U_A_FST_N_
JASON53_U_A_WTR_S_
JASON54_M_A_OR_EMT_S_N_L_
JASON55_U_A_WST_WTR_S_
JASON56_U_A_OR_EMT_FST_WTR_S_N_L_
JASON57_M_A_OR_SEA_DEP_S_N_L_
JASON58_M_A_OR_DEP_S_N_L_
JASON59_M_A_OR_CAV_S_N_L_
JASON60_M_A_OR_EMT_S_N_L_FS_
JASON61_VC_U_A_OR_S_N_L_
JASON62_CO_U_A_L_ES_
JASON63_U_A_EMT_FST_L_WS_NS_
JASON64_PN_M_A_OR_S_N_L_
JASON65_U_A_EMT_FST_S_
JASON66_U_A_OR_S_N_L_DS_
JASON67_U_A_OR_S_N_L_BS_

These are new and were not included in RanDom version 203.

Foodstamp has done a great job with this set. It has a nice mix of beefy, hard to tackle provinces and nice thematic additions to the standard fare. Very cool. ;)

6/9/08 - Updated Nations.cfg file which brings nation selections up to dominions version 3.17
Download from the following link:
NationsCfg317.zip
To apply:
Paste the Nations.cfg file into your dominions3\SemiRandom folder. This replaces the Nations.cfg that was included in RanDom v203.


7/30/08 - 14 new GAN province files submitted by Gandalf!
Download from the following link:
GandalfContributions1.zip
To apply:
Paste the 14 ".gan" files into your SemiRandom/GAN_BIN directory and add the following lines to GanList.txt (located in your SemiRandom/LIST_CRATE directory):

GAN10_VL_U_A_OR_PLN_WST_FST_FRM_S_N_
GAN4_PN_U_R_OR_S_N_
GAN5_TMP_LO_U_R_OR_PLN_FST_S_
GAN6_U_A_WST_S_
GAN7_VL_U_A_OR_PLN_EMT_WST_S_
GAN8_U_A_S_MST_
GAN9_VL_M_R_OR_PLN_WST_FST_FRM_N_
Jutetrea1_U_R_L_CO_FST_
Jutetrea3_CLD_U_A_N_EMT_FS_
Jutetrea3_CLD_U_A_N_MNT_FS_
Jutetrea6_TMP_VL_U_A_S_FS_AS_WS_ES_
quantum_mechani1_U_A_OR_EMT_MNT_S_N_L_
quantum_mechani2_U_A_PLN_
quantum_mechani3_CO_M_R_SWP_N_

These are new and were not included in RanDom version 203.


8/8/08 - 9 new GAN province files submitted by Gandalf!
Download from the following link:
GandalfContributions2.zip
To apply:
Paste the 9 ".gan" files into your SemiRandom/GAN_BIN directory and add the following lines to GanList.txt (located in your SemiRandom/LIST_CRATE directory):

CelestialGoblyn1_U_R_OR_EMT_MNT_
CelestialGoblyn2_LK_U_R_OR_SEA_S_N_
Cor1_U_R_FST_L_
GAN11_U_A_OR_PLN_EMT_MNT_WST_SWP_FST_
GAN12_U_A_OR_PLN_EMT_MNT_WST_SWP_FST_
Stryke1_TMP_U_A_FST_N_
Taqwus1_CO_U_R_PLN_EMT_WST_SWP_FRM_
Turin1_U_A_FRM_N_
Turin2_U_A_N_

These are new and were not included in RanDom version 203.

2/8/09 - 46 new GOD files & 38 new GAN province files submitted by Stavis_L!
Download & details can be found HERE.

2/8/09 - 37 new GAN province files submitted by Happyfungi!
Download & details can be found HERE.

11/22/10 - 89 new GOD files & 81 new GAN province files submitted by Stavis_L!
Download & details can be found HERE.

Since the dom3minions server is deceased, the semirandom email address is no longer working. If you wish to submit semirandom files, for now just use:

http://forum.shrapnelgames.com/pictu...7&pictureid=50

Ballbarian May 25th, 2007 12:35 AM

Re: RanDom v2 - Map gen & Semirandomizer... the se
 
1 Attachment(s)
Below is a screen shot of the new RanDom interface: http://www.shrapnelcommunity.com/thr...23673-main.JPG

Gandalf Parker May 25th, 2007 12:20 PM

Re: RanDom v2 - Map gen & Semirandomizer... the se
 
Great program. Here are my favorite settings.
100,30,50,30,20,10,10,#TRUE#,1600,1200,150,#FALSE# ,50,100,50,255,20,30,110,200,100,200,20,100,40,120 ,200,100,100,15

Growing up in the plains Im abit bugged by dirt-colored plains.

Ballbarian May 26th, 2007 12:30 AM

Re: RanDom v2 - Map gen & Semirandomizer... the se
 
1 Attachment(s)
Replaced v200 with v201: Fixed a minor problem with the anti aliasing & normal mount check boxes when turning them on via a stg file.

Thanks Gandalf!
Trying out your settings brought a bug to my attention which is now fixed. (Why on earth VB wants to turn a boolean TRUE into "-1" instead of "1" is beyond me. http://forum.shrapnelgames.com/image...s/rolleyes.gif )

Here is a thumb of Gandalf's settings:
http://www.shrapnelcommunity.com/thr...dalfPlains.jpg

Ballbarian May 26th, 2007 01:15 AM

Re: RanDom v2 - Map gen & Semirandomizer... the se
 
Since I have a little more time tonight, thought I would highlight some of what was added to the SemiRandom portion.

1. Map text color can now be set.
2. Random start distributions can be set.
3. God files can be added similar to the methods used for adding province files. At this point, I have only created 1-2 gods for each nation in EA with the exception of Tir na n'Og. Over time, I hope to have a variety for all nations of all eras, but I would really enjoy playing games with a variety of gods designed by other players.


Steps for setting up a game using custom gods:
1. Use RanDom to generate desired map (if one not already available).
2. Set SemiRand options within RanDom.
3. Hit "Semi Randomize" to execute the SemiRand settings.
4. Copy yourMapsName_SR.map from the SemiRandom directory to your dominions3/maps directory.
5. Start a new game in dom3, select the SR map. The only age available will be the one that was set in RanDom.
6. On the participants screen, hit &lt;add new player&gt; until it greys out. This is how many nations were "allowed" when start positions were generated. <font color="red">Note that this number may be less than numPlayers!</font>
7. Select the human player's nation(s) from the available nations. (the others are AI nations). <font color="red">Do not select a nation that was set to AI in RanDom or you will crash Dominions!</font>
8. Set or load human gods.
9. Adjust dom3 game settings.
10. Start game and boom. All set.


Sample GAN file:
BALL17_LK_M_A_N_SEA_.gan
<font class="small">Code:</font><hr /><pre>
@RANDOM landname LAKE
-- Landlocked Sea Populations
@3 poptype
65 --Ichtyids
72 --Mermen
85 --Kappa
</pre><hr />

Sample GOD file:
BALL1_11_A_EA_.god
<font class="small">Code:</font><hr /><pre>
#god 11 138 -- PANGAEA GORGON
@RANDOM comname COMMANDER
#clearmagic
#mag_earth 9
#mag_nature 4
#additem "Shield of Gleaming Gold" -- hand slot
#additem "Sword of Sharpness" -- hand slot
#additem "Black Steel Helmet" -- head slot
#additem "Robe of Invulnerability" -- body slot
#additem "Boots of the Messenger" -- feet slot
#additem "Amulet of Antimagic" -- misc slot
#additem "Amulet of Missile Protection" -- misc slot
#dominionstr 11 10
#scale_chaos 11 3
#scale_lazy 11 1
#scale_cold 11 -1
#scale_death 11 -3
#scale_unluck 11 -2
#scale_unmagic 11 2
-- 6 points left if we were dormant...
</pre><hr />

Endoperez May 26th, 2007 03:16 AM

Re: RanDom v2 - Map gen & Semirandomizer... the se
 
Wait - is the .god file something that gives AI nations intelligently designed pretenders? If it is, this must be one of the GREATEST tools available for a friend of single-player Dominions.

Why do you use a '@random #comname COMMANDER' for the Gorgon, when the game already has huge namelists defined for the various monsters, and uses a list that's probably more fitting than your general one?

Also, I think you can't have too many special provinces. It can be tedious to learn how to make new ones, so I'll start an idea thread and actualize some of the better ones myself. I don't think I'll have time to do any this weekend, but I should have time next week, so I'll go and start the tread now.

Ballbarian May 26th, 2007 10:49 AM

Re: RanDom v2 - Map gen & Semirandomizer... the se
 
The intention is to give AI nations intelligently designed pretenders, although I don't claim that the pretenders that I designed to act as examples are. http://forum.shrapnelgames.com/images/smilies/happy.gif

I used the @random for the commander names simply to show that you could use @random's in the god files. I intended to go back to the files and do a variety of improvements to the designs of the individual gods, but time always seems so short and I wanted to get to the finish line instead of letting it rot away on my hard drive. http://forum.shrapnelgames.com/images/smilies/wink.gif

I agree with you completely. The more special provinces that are available to select from, the better. No promises, but I am considering options for a simple GAN editor to hopefully make the process of creating and adding special province files a little easier.

Gandalf Parker May 26th, 2007 01:02 PM

Re: RanDom v2 - Map gen & Semirandomizer... the se
 
The thing holding me up is going back and forth between Edi's files and an editor. If the two could be merged then we might be on a roll.

Ballbarian May 26th, 2007 01:55 PM

Re: RanDom v2 - Map gen & Semirandomizer... the se
 
What I wanted to do would require the unit sprites. (hint hint KO...). As it is, the best that I can offer is the online unit list and a text box to enter the unit number in which automatically pulls in the units name and the proper item slots. I hope to include the ability to select items, forts and magic sites from categorized lists.

Gandalf Parker May 26th, 2007 04:32 PM

Re: RanDom v2 - Map gen & Semirandomizer... the se
 
Here is a mid era Pangaean God. I have not tested it in map-add format yet.

#god 40 812 -- Lord of the Wild
#comname "Natural Disaster"
#allies 40 48 -- likes to ally with Oceania if they are both AI
#clearmagic
#mag_death 4 -- needed for Pangea spells and a bless
#mag_nature 4 -- needed for Pangea spells and a bless
#mag_blood 4 -- good combo with the above and a bless
#additem "Treelord's Staff" -- 2 more nature
#additem "Skullface" -- helmet with 1 more death and support
#additem "Armor of Souls" -- armor and 1 more blood
#additem "Boots of the Behemoth" -- goes well with his size 6
#additem "Brazen Vessel" -- misc slot and 1 more blood
#additem "Ring of Sorcery" -- 1 death and 1 nature and 1 blood
#dominionstr 40 6
#scale_chaos 40 2
#scale_lazy 40 2
#scale_cold 40 -1
#scale_death 40 0 -- this line might need removed
#scale_unluck 40 -3
#scale_unmagic 40 -1

-- 6 points left over
-- Gandalf Parker

Endoperez May 26th, 2007 04:51 PM

Re: RanDom v2 - Map gen & Semirandomizer... the se
 
Gandalf - those scales are Order 2, Prod 2, Cold 1, Misfortune 3 and Drain 1. I think you meant the opposites.

Gandalf Parker May 26th, 2007 05:00 PM

Re: RanDom v2 - Map gen & Semirandomizer... the se
 
Quote:

Endoperez said:
Gandalf - those scales are Order 2, Prod 2, Cold 1, Misfortune 3 and Drain 1. I think you meant the opposites.

Ouch! Yes I did, thanks for that. I will edit it

Xietor May 26th, 2007 05:14 PM

Re: RanDom v2 - Map gen & Semirandomizer... the se
 
I loved random I, when i get time i will try the newer version!

jutetrea May 27th, 2007 03:18 AM

Re: RanDom v2 - Map gen & Semirandomizer... the se
 

Ballbarian - could you expand on this line:

-Random start distributions can be set.

Thanks

Ballbarian May 27th, 2007 04:44 AM

Re: RanDom v2 - Map gen & Semirandomizer... the se
 
@Gandalf
Great! That will make a perfect addition. http://forum.shrapnelgames.com/images/smilies/wink.gif

@jutetrea
Sure. http://forum.shrapnelgames.com/images/smilies/happy.gif
The parameters are:

numPlayers
--&gt; -1 means use DEFAULT_PROVPERPLAYER or provPerPlayer (0=NO START PLACEMENTS), otherwise how many starts are desired.

provPerPlayer
--&gt; -1 means use DEFAULT_PROVPERPLAYER or numPlayers, otherwise this will determine how many starts can be placed dependent on province count.

minNeighCount
--&gt; -1 means use DEFAULT_MINNEIGHCOUNT, otherwise value entered is the minimum neighbor count before a province can be a valid start.

maxSeaStarts
--&gt; -1 means use default of 3. Use this to limit sea start placements.

enforcedSpace
--&gt; -1 means no space enforcement, otherwise value entered enforced. This is the minimum number of provinces between start positions.

Provinces adjacent to start provinces are set off limits to prevent SemiRandom from assigning any specials to those provinces.


As a side note:
I know that there are algorithms out there that would have worked just as well (likely better) than this one, but I came up with it from scratch. Anyhow, keep in mind that it is possible to set numPlayers to "7" only to find that SemiRandom only placed 6 start positions. I added a fidgeter into the algorithm early on to mix up the results a little from run to run which keeps every run on the same map different, but as a result it will not be optimized.

This is also probably a good time to point out that my entire approach to this project from day one was to keep it moving by letting myself be a little sloppy at times. Kind of one hack stacked on top of another to get the end result that I wanted, and then work another idea into it. Time is a serious issue for me, so this (and many other projects) are what I do for fun. http://forum.shrapnelgames.com/images/smilies/happy.gif

Gandalf Parker May 27th, 2007 11:26 AM

Re: RanDom v2 - Map gen & Semirandomizer... the se
 
Quote:

Ballbarian said:
This is also probably a good time to point out that my entire approach to this project from day one was to keep it moving by letting myself be a little sloppy at times. Kind of one hack stacked on top of another to get the end result that I wanted, and then work another idea into it. Time is a serious issue for me, so this (and many other projects) are what I do for fun. http://forum.shrapnelgames.com/images/smilies/happy.gif

The joys of basic programming. Thats why I stay with it. http://forum.shrapnelgames.com/images/smilies/laugh.gif

Herode May 28th, 2007 12:54 PM

Re: RanDom v2 - Map gen & Semirandomizer... the se
 
Wow, I've juste discovered RanDom. Great job, Ballbarian !!

Gandalf Parker May 28th, 2007 05:41 PM

Re: RanDom v2 - Map gen & Semirandomizer... the se
 
If a god is randomly added, does the description remind the player that the nation MUST be in the game? Otherwise the game blows up.
Altho, an interesting note, apparently you can choose to make that nation AI or play it yourself with that god.

Ballbarian May 28th, 2007 06:52 PM

Re: RanDom v2 - Map gen & Semirandomizer... the se
 
Example description:
"This is a SemiRandomized map. It has 125 provinces: 116 land, 9 sea, 14 land starts, 1 sea starts, 1 open land starts, 0 open sea starts, 14 custom AI gods."

The open land/sea starts tell you how many slots there are for human players and the "14 custom AI gods" lets you know that there will be 14 slots devoted to AI nations. Remember that you do not have to set each individual nation. All you have to set are the human nations and then just hit &lt;n&gt; (the shortcut for &lt;add new player&gt;) until it greys out. In the map example above, you would end up with 14 random nation spots showing default settings.

It would be a nice feature to have the description remind you which nations were reserved for human, but in its current state, SemiRandom only sees nation numbers and not the names.

Right now I am neck deep in a province/Gan editor. Made a huge amount of progress so far this weekend, but I have been seduced by Edi's database and the pace is slowing some. http://forum.shrapnelgames.com/image...ies/tongue.gif

Gooles June 3rd, 2007 04:52 PM

Re: RanDom v2 - Map gen & Semirandomizer... the se
 
If VB lib. didn't work for anyone else, I've found this library to contain and register all the ocx files you'll need.

Gandalf Parker June 3rd, 2007 06:50 PM

Re: RanDom v2 - Map gen & Semirandomizer... the se
 
Thanks, I needed that on one of my machines. The other loaded and ran it fine but my newer XP got that unregistered library error.

Ballbarian June 12th, 2007 01:53 AM

Re: RanDom v2 - Map gen & Semirandomizer... the se
 
Uploaded 10 new province files to the Gan Library. These were created with the new Province Editor. The tag name on the new set is "ZIGGY".

Thanks for sharing the link Gooles. http://forum.shrapnelgames.com/images/smilies/smile.gif

Ballbarian June 14th, 2007 08:44 PM

Re: RanDom v2 - Map gen & Semirandomizer... the se
 
Quote:

Gandalf Parker said:
Great program. Here are my favorite settings.
100,30,50,30,20,10,10,#TRUE#,1600,1200,150,#FALSE# ,50,100,50,255,20,30,110,200,100,200,20,100,40,120 ,200,100,100,15

Growing up in the plains Im abit bugged by dirt-colored plains.

Thanks for sharing this Gandalf. I am currently enjoying a challenging game on a map generated with these settings. It worked out perfectly. Playing EA Rlyeh and the map generated included two large, bodies of water (north &amp; south) with an isthmus separating them. A serious mountain range runs through the center of the strip with many chokepoints and one-neighbor provinces that SemiRandom turned into caves. Perfect for my darkvision hordes. Trying desperately to cross the land to get to Atlantis so that I can lay claim to their body of water. (Even found a nice lake to slosh around in along the way. http://forum.shrapnelgames.com/images/smilies/happy.gif )

On another subject, I have found and squished a bug in SemiRandom that crept up. It involved start placements for water nations under some circumstances. Also am in the process of adding a check box that will apply changes in the RanDom nation sliders to the SemiRandom settings player counts. This appears to be working great, but I want to fiddle with it for a while longer to look for any problems it could introduce. Seems to really simplify setting up a game. For my current game, I just set all of the early era nations to AI except for Tir na n'Og which I disabled, and Rlyeh which I set to human. Then I just hit SemiRandomize and baboom, off and playing. http://forum.shrapnelgames.com/images/smilies/laugh.gif

I should be able to release an updated version by this coming weekend.

Valandil June 16th, 2007 04:48 PM

Re: RanDom v2 - Map gen & Semirandomizer... the se
 
Hrmmm. Blew up in my face when I tried it with Vista. Can't say I'm surprised.

Ballbarian June 18th, 2007 08:42 PM

Re: RanDom v2 - Map gen & Semirandomizer... the se
 
Has anyone had any problems running this in Vista? Judging by the little I have read online, it appears that it should run fine.

What exactly happened Valandil? What error message did you receive and at what point in the process?

Ballbarian June 24th, 2007 04:32 AM

Re: RanDom v2.02 - Map gen & Semirandomizer... UPD
 
6/24/07 - Replaced v201 with v202: Fixed a major bug in SemiRandom where custom provinces could sometimes be placed on the incorrect terrain and a minor bug involving start placements for water nations. Also, added a check box to the "Starts" tab titled "Lock Player Counts to Nat Cfg". When checked, RanDom will automatically adjust several player count settings in SemiRandom. Very helpful when setting up a quick game. BACKUP YOUR OLD RANDOM/SEMIRANDOM FILES BEFORE INSTALLING THE NEW VERSION OR RISK LOSING YOUR OWN CUSTOM ADDITIONS.


NOTE: If you are installing over an old version of RanDom some files will be overwritten. I recommend backing up your old RanDom settings folder and SemiRandom folder prior to install. As a general rule, I include any GAN/GOD files that I have received in the latest release so if you have added files from the SemiRandom web site, you should not have to add them again. Additionally, some of the existing GAN files may have been updated as well. You WILL need to add any custom files that you had that were not submitted to me prior to this release.

Valandil June 24th, 2007 02:33 PM

Re: RanDom v2.02 - Map gen & Semirandomizer... UPD
 
Ahem* Sorry for the delay.
"Componet TABCTL32.OCX or one of its dependencies not correctly registered: a file is missing or invalid"

I'm guessing htis is a fairly straightforward missing file, probably at my end. The registry part botheres me though.

Ballbarian June 24th, 2007 04:35 PM

Re: RanDom v2.02 - Map gen & Semirandomizer... UPD
 
My guess is that you are right. I did a little research and found a support statement from MS. Basic controls are reported to have shipped with Vista, but TABCTL32 was not one of them. It is however in their "tested" list so it should work once it is downloaded and registered.

If you are comfortable with it, you might try the vb library files installer that Gooles found:
http://www.ascentive.com/support/new/libraryfiles.exe

By using the installer, you shouldn't have to manually register the file. If you decide to try it, let us know if it works for you.

(I assume that Vista is like XP and will allow you to set a system restore point prior to running the installer. That way you can undo the process if anything goes wrong.)

Endoperez June 25th, 2007 07:55 AM

Re: RanDom v2 - Map gen & Semirandomizer... the se
 
If I name a file "Endo2_A_U_.gan", where can it appear? I'd like to do a province that isn't terrain-restricted. IIRC, using something like _FST_MNT_FRM_ means that it much be all of forest, mountain and farm. Is there a way to set it as "forest, mountain or farm"?

Also, if that doesn't work, have you solved the "multiple instances of the same unique province for different terrains" problem yet? I think it would work if I had e.g.

Endo2_A_U_FST.gan
Endo2_A_U_MNT.gan
Endo2_A_U_PLN.gan and
Endo2_A_U_FRM.gan,

but only one instance of an Endo2_X province could be added to any map.

Ballbarian June 25th, 2007 09:20 AM

Re: RanDom v2 - Map gen & Semirandomizer... the se
 
If you name a file Endo2_A_U_.gan, then SemiRandom will see it internally as Endo2_U_A_N_PLN_.gan because it is actually converting the file name tags into a terrain value. Normal (N) and Plain (PLN) have a value of 0 in Dominions maps so they are implicit.

I will look again at a workaround for this tonight and will consider using the numeric portion of the file name. Haven't thought it through yet and I have to get to work. http://forum.shrapnelgames.com/images/smilies/happy.gif

Endoperez June 25th, 2007 11:11 AM

Re: RanDom v2 - Map gen & Semirandomizer... the se
 
Okay. That's a bit of a bummer, but I guess it can't be helped. Any way, I'll get you a bunch of provinces today, and tomorrow I'm back with the green garb. This time I'll have a laptop with me, but I'm not sure if I'm even going to take Dom with me. It's more for LAN fun than Dom work.

Ballbarian June 25th, 2007 08:20 PM

Re: RanDom v2 - Map gen & Semirandomizer... the se
 
Will be trying out a few ideas tonight.
How about if I added an "_OR_" tag that when present would have SemiRandom look for a province with any of the included terrain flags? I think this is in line with what you were suggesting.

So:
Endo2_U_A_OR_N_L_S_WST_SWP_FST_.gan
Could only be placed once (Unique) in Normal, Large, or Small provinces which include the terrain type of Waste, Swamp, or Forest.

Need to get some coffee in me and then I will dig into the code and see what I can do. http://forum.shrapnelgames.com/images/smilies/happy.gif

Gandalf Parker June 25th, 2007 08:48 PM

Re: RanDom v2 - Map gen & Semirandomizer... the se
 
maybe use another character. Such as a dash.
No the dash should be not such as -SWP.
Maybe plus could be OR.

Ballbarian June 26th, 2007 02:46 AM

Re: RanDom v2 - Map gen & Semirandomizer... the se
 
Sorry Gandalf, already implemented and appears to be working fine. http://forum.shrapnelgames.com/images/smilies/happy.gif
If changing it to a "_+_" is preferred for a sense of clarity, I can easily change the tag.

The following test file...
hdENDO2_A_U_OR_S_L_N_FST_WST_SWP_

...was successfully placed in a province of terrain type forest and size large. Will need to do more testing, but it could have been placed in any size province that contained any of the three tagged terrain types (forest, waste or swamp).

After I have had a chance to further stress test this, I will release the next update which will also include another serious bug fix involving pattern recognition and province placement. As with all things random, they can be some of the hardest critters to stumble upon. Illwinter certainly has my sympathies. I can't imagine trying to pinpoint things that can creep up in a piece of programming with the size and complexity of Dom3.

Stryke11 July 4th, 2007 02:59 AM

Re: RanDom v2 - Map gen & Semirandomizer... the se
 
Ok...

Generated a map using Gandalf's settings. (I clicked the Load Settings button and chose the GandalfPlains one). The map was generated without a hitch.

Then, I clicked the SemiRandomize button, and some stuff happened which I assume was going along the right track until I got this:

---Error in main, line 1516: index 1 &lt;=-1&gt; out of range
---Error: Program stopped due to an error
---Program done, press RETURN---

So...no SemiRandom fun for me just yet. I just used what came with the program, I didn't add any .gan's.

Also, I'm not 100% on the auto add gods thing...will it allow you to still pick any nation you want with just typical settings, or do I need to change anything before I generate the map? Can the feature be disabled just to create a nice map that you can add the gods/nations on later when you set up the game?

Thanks! Once I get it working, and the community builds up a huge database of provinces, this is going to be awesome.

I would be happy to make provinces, I just need some time to familiarize myself with the controls. I don't think I have the programming know how to make them from scratch, but I can use your ProvinceEdit tool.

Stryke11 July 4th, 2007 03:36 AM

Re: RanDom v2 - Map gen & Semirandomizer... the se
 
I created and SemiRandomized a different map and this one worked. When I created the map I left everything alone except I moved the slider of Eriu from AI to Human.

When I loaded up the map in the game all was going well. Only the middle age was selectable just like this forum said, and some nations were blacked out. I changed the human nation to Eriu and just clicked "n" until no more random AI's could be selected.

I designed my god, named him, and then clicked ready, where I abruptly got a nagot glik fel or something like that and it said "#god - this nation is not in play" and then crashed. Maybe this just wasn't meant to be for me http://forum.shrapnelgames.com/images/smilies/happy.gif

Ballbarian July 4th, 2007 04:16 AM

Re: RanDom v2 - Map gen & Semirandomizer... the se
 
Thanks for trying it out Stryke11. http://forum.shrapnelgames.com/images/smilies/happy.gif

It would be a great help if you could send me the file "TESTDUMP.txt" located in your SemiRandom directory to semirand-AT-dom3minions.com. This only records data from the last run of SemiRandom, so if you have run subsequent maps through it without an error, it won't do any good to send it.

To let Dom3 handle start locations and AI gods:
1. Go to the 'Starts' tab
2. Uncheck 'Lock Player Counts to Nat Cfg'
3. Set 'Desired Num Players' to 0 (zero)

To use the custom start placements without using the custom AI gods:
1. Go to the 'Starts' tab
2. Uncheck 'Lock Player Counts to Nat Cfg'
3. Set 'Desired Num Players' to your desired number of players.
4. Go to the 'AI Gods' tab
5. Set 'AI Land Players' &amp; 'AI Sea Players' to 0 (zero)


Looking forward to seeing some of your province contributions. http://forum.shrapnelgames.com/images/smilies/wink.gif

Stryke11 July 4th, 2007 04:56 AM

Re: RanDom v2 - Map gen & Semirandomizer... the se
 
Excellent! Your tips answered my questions exactly! But, as always, there are a few follow-ups:

If I have a random map, and lets say for whatever reason there are not enough provinces to follow the instructions I set on semirandom (say I want at least 4 neighbors and I want capitals to be four provinces away, but I select all nations and there just aren't enough provinces to do this)...what happens?

I'd like to know a rough guide for how width/height and provinces should go together. It makes sense that as I expand the number of provinces, the width and height (the size of the map I guess) should increase...but are there some established norms? I hate to reinvent the wheel. If nothing else, should the expansion be 1-1 (if I double province number, then I double # for width and height)?

Does the randomizer "randomize" the enemies in a province, or is every special province hand created. I noticed some in my quick tests that seem random, like militia and claymen together, or just infantry and crossbowmen in a motte and bailey. They didn't seem "special" like the ones mentioned in the companion thread, with Xavier's school or Robin Hood and all that, just, well, random http://forum.shrapnelgames.com/images/smilies/happy.gif.

I take it the "fiddle" percentage is the amount of regions that are randomized? It didn't seem like setting it to 100% randomized every region though...some had what looked like standard defenders.

If I can repeat the previous error I will send testdump, but as of now my last few have been ok.

Thanks for the patience with the questions and creating such an awesome program. Bluewater Bay is niiiiiice.

Ballbarian July 4th, 2007 12:37 PM

Re: RanDom v2 - Map gen & Semirandomizer... the se
 
Quote:

If I have a random map, and lets say for whatever reason there are not enough provinces to follow the instructions I set on semirandom (say I want at least 4 neighbors and I want capitals to be four provinces away, but I select all nations and there just aren't enough provinces to do this)...what happens?

SemiRandom will first attempt to place human starts. These are '#start' commands in the map file which are completely neutral in that any nation can use them as long as they are not an AI nation with a special start location somewhere on the map.

If there are more human starts defined than places to put them, only the positions which fit the defined criteria will have a start placed and the remainder will be left out.

Next SemiRandom will select AI nations randomly from those that are enabled, and place them across the remaining available start locations with '#specstart' commands.

Just make sure that when you start a game that you do not use more nations than there are starts available or you could end up with nations starting right next to each other due to Dom3 having nowhere else to put the extra nations.

Quote:

I'd like to know a rough guide for how width/height and provinces should go together. It makes sense that as I expand the number of provinces, the width and height (the size of the map I guess) should increase...but are there some established norms? I hate to reinvent the wheel. If nothing else, should the expansion be 1-1 (if I double province number, then I double # for width and height)?

This is pretty much a matter of taste since the Dom3 random map generator is great at scaling the image. If you increase province count without increasing the size of the image, the image quality degrades since it is squeezing more (and smaller) sprites into the same number of pixels.

Maybe a fair formula (by my own preferences) would be something like:
provinceCount * 20 = (height + width)
So if you wanted 175 provinces for a map:
175*20=(3500)
3500/2=1750
1750x1750

This would get you in the ballpark and then you can just shift some from the height column to the width column to get rectangular map sizes.
1700x1800 or 2750x750 etc...

Once you have the scale that you like, then I would certainly double the image size if I doubled the province count as you suggest in your example.

Quote:

Does the randomizer "randomize" the enemies in a province, or is every special province hand created. I noticed some in my quick tests that seem random, like militia and claymen together, or just infantry and crossbowmen in a motte and bailey. They didn't seem "special" like the ones mentioned in the companion thread, with Xavier's school or Robin Hood and all that, just, well, random .

All of the provinces placed by SemiRandom are generated from '.gan' files. The gan files can act as simple scripts with randomized elements in them, and they can be flagged as being Unique (where only one of the given province can be placed anywhere on the map), or as Multiple (where any number can be placed as long as the terrain matches). The somewhat random provinces that you are seeing are just, well, semi-random. http://forum.shrapnelgames.com/images/smilies/happy.gif

Take a look at some of the existing gan files for an idea of how it works. They are just text files and can be opened with the text editor of your choice. http://forum.shrapnelgames.com/images/smilies/wink.gif

Quote:

I take it the "fiddle" percentage is the amount of regions that are randomized? It didn't seem like setting it to 100% randomized every region though...some had what looked like standard defenders.

You are correct. The fiddle percentage can be increased over 100 which will cause SemiRandom to try even harder to fill all of the spots on the map, but run time will increase as well, and it may just be that it can't find a gan file which matches the remaining terrain or geographical patterns. It is also worth noting that it will never place a special province directly adjacent to a pre defined start position. It is no fun to start a game with Hellgate Keep parked right next door to your capital. http://forum.shrapnelgames.com/images/smilies/happy.gif

Quote:

If I can repeat the previous error I will send testdump, but as of now my last few have been ok.

Thanks for the patience with the questions and creating such an awesome program. Bluewater Bay is niiiiiice.

Glad to here that it is working for you now!
Thanks for asking them. I am sure that for every person who asks a question, there are two people that haven't asked, but have the same question. http://forum.shrapnelgames.com/images/smilies/wink.gif

So far my favorites are the RuggedShores &amp; GandalfPlains settings, but I like lots of chokepoints and rough terrain in my games.

Ballbarian July 9th, 2007 12:38 AM

Re: RanDom v2.03 - Map gen & Semirandomizer... Upd
 
7/08/07 - Replaced v202 with v203: Updated SemiRandom to version 106. Now supports the new "_OR_" tag which will allow placement of a single province file across a wide variety of terrain types. Also added a new option "fiddleXP" which will block #xp (experience point) lines from being written into the map file. This is for folks who would like to keep the Hall of Fame clear of independent commanders. In RanDom, this is a new check box located on the "General" tab. <font color="red">The update also includes some drastic changes to many of the existing GAN province files as well as many new ones. I HIGHLY recommend moving or renaming the old SemiRandom folder prior to installing this new version.</font> And finally, the Province Editor has been updated from version 1.00 to 1.01 to support the new features. The editor's discussion thread can be found HERE.


NOTE: If you are installing over an old version of RanDom some files will be overwritten. I recommend backing up your old RanDom settings folder and SemiRandom folder prior to install. As a general rule, I include any GAN/GOD files that I have received in the latest release so if you have added files from the SemiRandom web site, you should not have to add them again. Additionally, some of the existing GAN files may have been updated as well. You WILL need to add any custom files that you had that were not submitted to me prior to this release.

dmentd July 9th, 2007 08:05 AM

Re: RanDom v2.03 - Map gen & Semirandomizer... Upd
 
Every time I run this program now, I get an error:

---Error in main, line 1692: index 1 (=-1) out of range
---Error: Program stopped due to an error
---Program done, press RETURN---

Another time, the index equalled -3 with the same results. What am I doing wrong?

Ballbarian July 9th, 2007 09:06 AM

Re: RanDom v2.03 - Map gen & Semirandomizer... Upd
 
Thanks for letting me know dmentd.

Here is kind of the stock request:
It would be a great help if you could send me the file "TESTDUMP.txt" located in your SemiRandom directory to semirand-AT-dom3minions.com. This only records data from the last run of SemiRandom, so if you have run subsequent maps through it without an error, it won't do any good to send it.


If I had to guess, I would say that your problem is likely tied to AI nation selection. So far there are only god files for EA (every nation in the early era except for Tir na n'Og, so check the "AI Gods" tab and be sure that EA is selected and hit the "Show Nation Configuration" button and make sure that Tir na n'Og is disabled or set to human.


The following helped Stryke11 when he was having trouble:
To let Dom3 handle start locations and AI gods:
1. Go to the 'Starts' tab
2. Uncheck 'Lock Player Counts to Nat Cfg'
3. Set 'Desired Num Players' to 0 (zero)

To use the custom start placements without using the custom AI gods:
1. Go to the 'Starts' tab
2. Uncheck 'Lock Player Counts to Nat Cfg'
3. Set 'Desired Num Players' to your desired number of players.
4. Go to the 'AI Gods' tab
5. Set 'AI Land Players' &amp; 'AI Sea Players' to 0 (zero)

jutetrea July 9th, 2007 08:41 PM

Re: RanDom v2.03 - Map gen & Semirandomizer... Upd
 
ok, i'm feeling dumb.

I dl'd the new version. Unzipped it and get:

random.exe
random.txt
[semirandom]
[randomsettings]

C:\Games\dominions3\Tools\RanDom_v203

If I click random.exe I get an error "semirandom.cfg cannot be found" - but the program still opens. If I click execute i get "can't find dom3.exe"

If i go into [semirandom] and click semirandom.exe i get "initializing" then "lost in time cannot open ...semirandom\255 205 000 225" try again? y/n

As an FYI I have provinceeditor, semirandom, and random under a \tools directory so.

C:
\Games
\Dominions3
\Maps; \Mods; \Tools

C:\Games\dominions3\Tools\RanDom_v203\SemiRandom


***Ok, so if I put random.exe (and random.txt) in my \dominions3 folder I still get the cannot find semirandom.cfg but at least it makes the map. I still have issues running semirandom.exe even after replacing line 1 of the .cfg file with my path and having a map in the folder.

Ballbarian July 9th, 2007 08:59 PM

Re: RanDom v2.03 - Map gen & Semirandomizer... Upd
 
Sorry jutetrea.
RanDom &amp; SemiRandom are not as user friendly when it comes to paths as the Province Editor is.

Here is a stock answer that should help:

Getting all of the pieces in place can be a small challenge. http://forum.shrapnelgames.com/image...ies/tongue.gif
On my system, Dom3 is installed on my C: drive in a folder called "Games".
When you unzip RanDom, it should have the directory structure intact so that you can just paste the contents into your dominions3 directory.
Below is a bare bones map of the directory structure that you want to end up with.

<font class="small">Code:</font><hr /><pre>
c:\Games\dominions3
RanDom.exe
\RanDomSettings
BluewaterBay.stg
COT_colorscheme.stg
Default.stg
etc...
\SemiRandom
SemiRandom.cfg
SemiRandom.exe
SemiRandom.yab
\GAN_BIN
\GOD_BIN
\LIST_CRATE
\NAME_VAULT
</pre><hr />

jutetrea July 9th, 2007 09:14 PM

Re: RanDom v2.03 - Map gen & Semirandomizer... Upd
 



So everything is in the dominions 3 folder

dom3.exe
random.exe
[semirandom] folder
[randomsettings] folder

Same issues.
Can't find semirandom.cfg file with random.exe
Initializing, then can't open \255... using semirandom.exe

I had the old version working in the \tools directory before so now i'm just confused.

Ballbarian July 9th, 2007 09:24 PM

Re: RanDom v2.03 - Map gen & Semirandomizer... Upd
 
Does your SemiRandom.cfg look like this? (or at least, same number of lines and roughly same order &amp; path):

C:\Games\dominions3\SemiRandom
1
100
1
0
25
25
-1
-1
-1
-1
-1
7
6
0
2
EA
-1
4
0
4
255 205 000 225
GANPLAINS

jutetrea July 9th, 2007 09:32 PM

Re: RanDom v2.03 - Map gen & Semirandomizer... Upd
 
C:\Games\dominions3\SemiRandom
Project NEW
1
100
1
0
25
25
-1
-1
-1
-1
-1
7
6
0
2
EA
-1
4
0
4
255 205 000 225
GANPLAINS

Ballbarian July 9th, 2007 09:38 PM

Re: RanDom v2.03 - Map gen & Semirandomizer... Upd
 
Get rid of the "Project NEW" line completely.
That is causing you grief. http://forum.shrapnelgames.com/images/smilies/happy.gif

RanDom normally overwrites that line for you, but I strongly suspect that good ol' notepad has bit me and is causing a wrap around to appear as a new line.

If anyone else is getting similar strange behaviour, please let me know and I will try to update the upload. It may not be an issue for everyone. ?

jutetrea July 9th, 2007 09:43 PM

Re: RanDom v2.03 - Map gen & Semirandomizer... Upd
 
1 Attachment(s)
K, figured that. Now I'm getting

lost in time

Can not open ...\ganplains

jutetrea July 9th, 2007 09:52 PM

Re: RanDom v2.03 - Map gen & Semirandomizer... Upd
 
k

that next line was bogus as well. that first 1, after looking in the readme and seeing what the lines meant it seems the 100 does not equal "1 or 0" fiddle names

so previously had

C:\Games\dominions3\Tools\RanDom_v203\SemiRandom
1
100
1
0
25
25
-1
-1
-1
-1
-1
7
6
0
2
EA
-1
4
0
4
255 205 000 225
GANPLAINS

Should be
C:\Games\dominions3\Tools\RanDom_v203\SemiRandom
100
1
0
25
25
-1
-1
-1
-1
-1
7
6
0
2
EA
-1
4
0
4
255 205 000 225
GANPLAINS

(I put it back under tools)

K, new problem. When I get rid of the "1" under the path, random.exe does not recognize semirandom.cfg and I get "text1" for all the fields within random.exe. If I do NOT take out the "1" under path it works fine.

Code shift somewhere?


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