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  #1  
Old April 14th, 2007, 05:47 PM

Xietor Xietor is offline
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Default Re: Worthy hero mod II

I think giving new paths may be overpowered. Most nations heroes are thematic, and not that many open up new paths of magic.

Pangaea, 1 of its 4 heroes has 2 air, which is the only 1 that has a new path. But you have a 25 percent chance of getting her.
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Old April 14th, 2007, 09:12 PM
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Default Re: Worthy hero mod II

My chaotic maps did something like that. At the most extreme setting it gave every province a random commander, with random equipment, and random units assigned to it. That meant that each nation also had that in their starting province. It wouldnt be hard to do it with starting locations only if someone wanted (altho I really enjoyed having some strange surprise in each nation).

With map commands, it doesnt have to be a created hero. It can be random selection of everything including summons, uniques, and even pretenders. Or it could be semi-random coming from a list of designed heroes. It could even be random selection from a list of heroes designed for each nation if someone wanted to put that much work in.

Hmmmm can a mod assign a set unit to a nation when they start? If Ulm always started with a commander named "Und Erdog" then a prgraom could randomly rewrite the particulars of the mod changing that character and all the other starting heroes each time you ran the program.
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Old April 14th, 2007, 10:45 PM

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Default Re: Worthy hero mod II

Yep. You can define two starting commanders when you nation-mod. In order to get the same name every time you'd have to make a new namepool though.

I think this is all easier using mapping commands rather than modding.
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Old April 15th, 2007, 06:14 AM
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Default Re: Worthy hero mod II

Gandalf - there are commands for changing the starting commander and the starting scout. Scout could be rather easily replaced, and while starting with a scout is good, getting something unique instead would still be a bonus.
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Old April 15th, 2007, 11:39 AM
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Default Re: Worthy hero mod II

Another starting commander cant be added? That would be best.

What Im picturing is something like a "surprise heroes" mod for solo play, and a program that someone can click on which rewrites the mod with new surprise heroes. Rather like my chaotic maps being redone each day.
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Old April 15th, 2007, 12:13 PM

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Default Re: Worthy hero mod II

You can't add another commander with a .dm file, no. Just startcommander and the bonus 'scout'. But overwriting the scout wouldn't be a big deal - for most of the nations it really is some cruddy scout.
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Old April 15th, 2007, 02:44 PM

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Default Re: Worthy hero mod II

Jack has an online randomizer I use pretty frequently, although he hasn't worked on it for awhile.

I requested a feature to randomize starting provinces (random commander, random units, occasionally random items) and since we both liked to play that way he put it in. It works moderately well, although I think its tied into start/specstart commands so it depends on the .map file. Probably wouldn't be too difficult to modify it to be a bit more thematic or use a smaller unit ID pool.

Pretty cool, sometimes you start with a random myrmiddion with 10 chaff and sometimes (once) with a lord of hell and 10 succubi troops (no abilities). The AI gets the same benefit, although I'll usually restart till I get something good and have no idea what they get Unfortunately never played the lord of hell one, terrible position.

I think its at http://dominions.realites.org/
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