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March 29th, 2012, 03:57 PM
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Second Lieutenant
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Join Date: Aug 2008
Posts: 408
Thanks: 11
Thanked 209 Times in 57 Posts
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Re: UnitGen - Random nations with procedural sprites!
CoE3 might be pretty crap, but the sprites are awesome! 
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March 30th, 2012, 05:06 PM
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Second Lieutenant
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Join Date: Aug 2008
Posts: 408
Thanks: 11
Thanked 209 Times in 57 Posts
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Re: UnitGen - Random nations with procedural sprites!
http://koti.kapsi.fi/elmokki/dom3/un...en_31_3_12.zip
- Remade hoburg sprites!
- Some new sprites including goat cavalry!
- Priest/Magic nation summaries!
- Unit naming overhaul with rather small amounts of visible changes!
- Sacreds get names!
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March 31st, 2012, 08:16 PM
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Second Lieutenant
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Join Date: Aug 2008
Posts: 408
Thanks: 11
Thanked 209 Times in 57 Posts
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Re: UnitGen - Random nations with procedural sprites!
http://koti.kapsi.fi/elmokki/dom3/un...gen_1_4_12.zip
This is first version I consider playable, and some people on IRC are playing a blitz with it.
It adds:
- Bug fixes
- Sacreds and mages get descriptions that tell all the hidden stuff you wouldn't otherwise know without looking at .dm file and usually something more too.
- Nations get a generic descriptions that tell hidden stuff and some other general stuff.
- It generates descriptions.txt to the mod's folder with all nation descriptions.
Recommended way of playing: Generate mod with about 2-3 times more nations than players and copypaste the descriptions.txt to a thread and make people choose based on that alone. Then let people peek at their choices once everyone has chosen.
This way people will have general clue about what they will get, but people can't pick the best nations right away since the descriptions are a bit vague.
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April 1st, 2012, 07:03 AM
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Second Lieutenant
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Join Date: Aug 2008
Posts: 408
Thanks: 11
Thanked 209 Times in 57 Posts
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Re: UnitGen - Random nations with procedural sprites!
The armor destruction magical effect is aoe-1 and ludicrously good especially for archers so it was removed.
This morning I've:
- Fixed commander generation so you should be guaranteed flying commander if you have flying units etc. There was a bug sometimes hindering this.
- Sacred commanders should not show up in starting armies or militias any more and as an additional bonus commanders should be now ordered non-mounted - mounted - sacred instead of fairly random order.
- Chariot generation fix: heavier chariots are more expensive and all chariots have a bit higher encumberance
- Ranged sacreds are rarer. Vanilla has total of one of those (two if you count LA Man Wardens I suppose, but one with magic bow anyway), but in UnitGen they should still be considerably more common than that.
- Magical bows should get a bit less extra stats.
- The magic special effects may affect unit prices now. I added very basic price increase tags to most effects I felt deserve one without thinking much.
- Nations get 5 to 10 extra gods based on random numbers and their magic paths to choose from. I didn't bother to list every single pretender in the game, but there's a good pile of them and hey, if someone feels like something is lacking, they can always add more themselves at /nations/gods.txt
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April 1st, 2012, 04:30 PM
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Second Lieutenant
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Join Date: Aug 2008
Posts: 408
Thanks: 11
Thanked 209 Times in 57 Posts
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Re: UnitGen - Random nations with procedural sprites!
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April 5th, 2012, 05:42 PM
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Second Lieutenant
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Join Date: Aug 2008
Posts: 408
Thanks: 11
Thanked 209 Times in 57 Posts
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Re: UnitGen - Random nations with procedural sprites!
http://koti.kapsi.fi/~elmokki/dom3/unitgen...tgen_6_4_12.zip
- Caelians and Abysians
- Thanks to kianduatha for Abysian nation names and base sprites.
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April 7th, 2012, 12:44 PM
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Second Lieutenant
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Join Date: Aug 2008
Posts: 408
Thanks: 11
Thanked 209 Times in 57 Posts
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Re: UnitGen - Random nations with procedural sprites!
This is totally doable with current UnitGen version and while a lot of stuff can be copied from humans graphically, in practice this'd need a lot of redefining of things (not in code, item definitions) to work properly so I'm not gonna implement it now for **** and giggles since it'd actually take work.
Oh yeah, also, humans/lizards/black humans can use great swords and great clubs now.
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April 7th, 2012, 03:31 PM
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Major General
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Join Date: Jan 2004
Location: Germany / Bielefeld
Posts: 2,035
Thanks: 33
Thanked 18 Times in 12 Posts
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Re: UnitGen - Random nations with procedural sprites!
So, where can the tool be downloaded ?
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April 7th, 2012, 03:52 PM
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Second Lieutenant
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Join Date: Aug 2008
Posts: 408
Thanks: 11
Thanked 209 Times in 57 Posts
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Re: UnitGen - Random nations with procedural sprites!
Quote:
Originally Posted by Ragnarok-X
So, where can the tool be downloaded ?
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ie right now it's http://koti.kapsi.fi/elmokki/dom3/un...gen_7_4_12.zip which I just uploaded.
I'm too lazy to keep updating a specific link on the first post seeing how I tend to release like 3 versions per week on average.
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April 8th, 2012, 06:13 AM
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Major General
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Join Date: Jan 2004
Location: Germany / Bielefeld
Posts: 2,035
Thanks: 33
Thanked 18 Times in 12 Posts
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Re: UnitGen - Random nations with procedural sprites!
I like it.
Suggestions for now:
Spritegen:
When altering RGB values, make it autorefresh the image immediatly instead of waiting for an enter.
i.e. i alter the R value from 255 to 100, immediatly update the sprite after each use of the TABULATOR
Second, i think the sprite should have 2 images. Right next to the current layout, put a 200 % zoomed version so we can see details better.
In addition, how do you get the color-edit focus to an item other than the helmet ? I tried altering bonus weapons color, but the RGB was always applied to the helmet ?
This is really awesome. Just for the fun it, i created a random nation.
I got a mix between ulm, hoburg and abyssia. Basicly hobbits in heavy armor (prot 20, move 3/1) and mages with blood and astral. Elite unit was called "Pure Paladin" and has an heavy hammer and a crossbow. Lolz much ?
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