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  #1  
Old July 31st, 2012, 06:37 PM

elmokki elmokki is offline
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Default Re: UnitGen - Random nations with procedural sprites!

http://koti.kapsi.fi/~elmokki/dom3/u...gen_1_8_12.zip

[NEW] Agarthan race (thanks to kianduatha for name files)
[NEW] Ability to specify different poses for different tiers of mages and priests (see Agartha's poses.txt)
[FIXED] The mage pose was used to generate priests sometimes
[NEW] Ability to specify different poses for elite generation (see Agartha's poses.txt)
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  #2  
Old August 21st, 2012, 06:34 AM

elmokki elmokki is offline
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Default Re: UnitGen - Random nations with procedural sprites!

http://koti.kapsi.fi/~elmokki/dom3/u...en_21_8_12.zip

- Fixed some fairly stupid bugs that caused crashes (I found a few extras on top of the reported ones while generating a few thousand nations to find a hangup bug I accidentally coded in)
- Tweaked parameters so getting a nation where all infantry have exact same weapons but different armor should be less likely. It's still possible though.
- Tweaked cavalry generation so that stupid duplicates shouldn't happen.
- Updated naming code to understand names being generated after applied filters. Like a mage that can turn to a (were)wolf now has a fair chance to be something like "Wolf Seer" or a sacred with some elemental resists of all types might be something like "Templar of Elements"
- Agarthan sacred pose for rangeds wasn't listed as such which caused big agarthan non-sacred rangeds and small agarthan sacred rangeds to happen.

I'm extremely interested if someone finds a seed that generates 100% duplicate troops of any role. It's probably still very much possible.
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  #3  
Old August 21st, 2012, 01:26 PM

elmokki elmokki is offline
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Default Re: UnitGen - Random nations with procedural sprites!

http://koti.kapsi.fi/~elmokki/dom3/u...21_8_12-v2.zip

- Fixed a crash bug
- Tweaked racial generation chances slightly
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  #4  
Old August 23rd, 2012, 03:26 PM

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Default Re: UnitGen - Random nations with procedural sprites!

Done so far (release probably tomorrow)

#troopchance for races. Currently makes hoburg cavalry a bit more common and abysian cavalry a little less common.

This (happens with #description "blabla" on items):
** Temple Cavalier (Human), 65g, 13r, Icy Spear, Kite Shield, Leather Hood, Jaguar mount.
--- Waste survival and Storm power
--- The jaguar will persist even if the rider dies.


kianduatha's tweaks to Abysian cavalry (other forum has exact changelog, but basically fossil and scorpion cavalry have worse versions of their weapons now, cost 5 resources more and fossil cavalry has 5 enc instead of 2)

Mounts of sacred units will be sacred only if both conditions are fulfilled:
1) Only sacred units have such mount
2) x% chance where x is by default 100%, but can be specified with #epicness <0 to 1> on the mount item.
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  #5  
Old August 23rd, 2012, 04:14 PM

elmokki elmokki is offline
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Default Re: UnitGen - Random nations with procedural sprites!



Oil (slime in Dom3 terms) spitting mechanical spiders and corrosively biting mechanical ants. Let's see how broken these will be. High def, good abilities, but fairly low hp and fairly expensive.
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  #6  
Old August 24th, 2012, 10:23 AM

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Default Re: UnitGen - Random nations with procedural sprites!

http://koti.kapsi.fi/~elmokki/dom3/u...en_24_8_12.zip

Fairly long list of changes, nothing hugely revolutionary per se though

Features:
- Added a pile of commands to affect sacred quality, mage paths, filter probabilities, troop type distribution and special monster (hydras etc) chances on nations based on the primary race. See races.txt.
- Items may use #description "stuff" that will be shown in advanced descriptions. This is currently used mostly for the mounts that make the unit leave a mount behind after death.
- Special monsters actually show up on both advanced descriptions and summaries.
Balance and content:
- Added salamander and mammoth special monsters (abysian and caelian exclusives)
- Added mechanized ant, mosquito and spider mounts for hoburgs. Thanks to kianduatha for comments on balance and ideas on their funky weapons.
- Weakened Abysian fossil and scorpion cavalry. All weapons have lower attack bonuses, fossilized sword does less damage and the fossil cavalry has higher encumberance.
- Cheapened human cavalries slightly.
- Made agarthan sacreds somewhat more expensive.
- Used the new race based nation generation commands to make some unit types less common for some races, made hoburgs gain more fabulous things and made abysians and atlanteans usually have slightly less magic spread.
- Hoburgs also have a hugely increased chance to get shapeshifts, especially metal men (still not massive or anything)
- Abysians and Atlanteans get shapeshifts slightly more rarely.

I'll try to add this to patch notes from now on since sometimes seeds won't break or will only break partially. These will always just be guesstimates though.
How about old seeds? Totally broken.
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  #7  
Old August 24th, 2012, 02:11 PM

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Default Re: UnitGen - Random nations with procedural sprites!

http://koti.kapsi.fi/~elmokki/dom3/unitgen..._24_8_12-v2.zip

- Mounted sacred pricing was bugged. Expect considerable increase especially on the heavily armored ones.
- Magic resistance bonuses on sacreds were bugged. Abysians and Hoburgs (12 and 14 base MR) were getting MR boosts FAR too easily. Expect quite a drop on sacred MRs on those races.
- Various minor pricing tweaks for elites and sacreds.
- There was a bug confusing nature and death randoms on descriptions sometimes.

How about old seeds? The nations have changed, but may well still be very close to the seeds from the last version.
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  #8  
Old August 26th, 2012, 05:08 PM

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Default Re: UnitGen - Random nations with procedural sprites!

Looks like the brand spanking new JRE7 on my laptop was the reason UnitGen suddently stopped working for some people. I compiled 26_8_12-v2 again with JRE6 and now it should work if 24_8_12-v2 and earlier versions did (if not, do post screenshot of error!)

http://koti.kapsi.fi/~elmokki/dom3/u...en-27_8_12.zip

Owait, apparently I didn't post any of those 26_8_12 versions here. Oh well, seeds are broken, stuff is improved, see other forums for exact changelogs. It is definitely a better place to follow development anyway since I mostly only post here to answer questions and post new versions.
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  #9  
Old August 27th, 2012, 04:35 AM

elmokki elmokki is offline
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Default Re: UnitGen - Random nations with procedural sprites!

http://koti.kapsi.fi/~elmokki/dom3/u...27_8_12-v2.zip

- Fixed D/N randoms in descriptions again
- Fixed mage MR boost
- Made sacred fists rarer
- Fixed second shape inheritance on things that do not use #copystats
- Added ability to control how often #magic tag is added to custom magic weapons
- Metal men had a debug chance on them and were ridiculously common
- Probably undocumented stuff again

Seeds? Mage filters are probably different. Sacred weapon #magicness too.
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  #10  
Old August 27th, 2012, 05:42 AM

elmokki elmokki is offline
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Default Re: UnitGen - Random nations with procedural sprites!

Oh crap, the newest version contains old .exe file and I failed to notice it until RagnarokX accidentally noticed it.


http://koti.kapsi.fi/~elmokki/dom3/u...27_8_12-v3.zip

Version name: There were reindeer on the road
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