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Author Topic: Dominions 4 Round Ten: Nationgen! All's well that ends well, GG everyone  (Read 72535 times)

Karlito

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Re: Dominions 4 Round Ten: Nationgen!
« Reply #75 on: September 25, 2014, 04:07:47 pm »

Yep, I'm using that version. Seed is 1731078640, as it should be.

EDIT: That's super weird, because we clearly have all the other same nations in the pool. I have Ingvaburg, Dolphale, Burton...
« Last Edit: September 25, 2014, 04:12:34 pm by Karlito »
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USEC_OFFICER

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Re: Dominions 4 Round Ten: Nationgen!
« Reply #76 on: September 25, 2014, 04:14:25 pm »

Something's definitely up, since tompliss's mod has the same starting nations as everybody else. But I definitely have Takfan in spot 139 and not Maremar, so somewhere along the line someone's mod got out of whack. Which makes no sense since we're all using the same version with the same seed and all generated the same nations at first.
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E. Albright

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Re: Dominions 4 Round Ten: Nationgen!
« Reply #77 on: September 25, 2014, 04:14:32 pm »

I've got Maremar for 139 as well.

A thought that shouldn't matter, but... what OS are you folks running? Win7x64 here.
« Last Edit: September 25, 2014, 04:17:42 pm by E. Albright »
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Karlito

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Re: Dominions 4 Round Ten: Nationgen!
« Reply #78 on: September 25, 2014, 04:19:14 pm »

Win7 here as well.

This my my descriptions.txt file. Think a few of you could put yours up as well (especially the Maremar people)? We can run a diff and see how much the generation varied.
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E. Albright

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Re: Dominions 4 Round Ten: Nationgen!
« Reply #79 on: September 25, 2014, 04:20:43 pm »

32 or 64?

[Edit: Um. I just regen'd and got "Field of Revelry" instead of "Castle of the Sun". WTF? Blonde coder is blonde. I ran the dev version of the code. This is what comes of having 3-5 copies of NG. And blonde hair. :P]

[E2: description file w/Maremar@139]
« Last Edit: September 25, 2014, 04:30:46 pm by E. Albright »
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USEC_OFFICER

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Re: Dominions 4 Round Ten: Nationgen!
« Reply #80 on: September 25, 2014, 04:26:44 pm »

Hilariously, I'm running Windows 7 64-bit as well. So the number of bits doesn't seem to have an effect on things.
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tompliss

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Re: Dominions 4 Round Ten: Nationgen!
« Reply #81 on: September 25, 2014, 04:30:08 pm »

Wow, that's really similar to what I have, but a fifth of the nations are changed.
I think it would be better if soemone uploaded his files to make sure everybody is talking about the same nations.



Link to the zip

[EDIT] zipped the whole folder + dm file : everything needed to launch the mod, and/or generate the nations (gen seed is in the dm file)
« Last Edit: September 25, 2014, 04:36:36 pm by tompliss »
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E. Albright

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Re: Dominions 4 Round Ten: Nationgen!
« Reply #82 on: September 25, 2014, 04:31:45 pm »

Well, mine's up already, so...  :P

And yeah, if you scroll down the lists side-by-side they'll be identical, identical, different, identical...

126 is really weird - everything's the same in the descriptions but the name and the elite units.
« Last Edit: September 25, 2014, 04:36:48 pm by E. Albright »
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E. Albright

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Re: Dominions 4 Round Ten: Nationgen!
« Reply #83 on: September 25, 2014, 04:51:24 pm »

Found it!

You guys have Sidhe turned on. Default 0.5.0 has Sidhe turned off. Go turn off Sidhe in your races.txt and you'll gen our mod.
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Delta Foxtrot

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Re: Dominions 4 Round Ten: Nationgen!
« Reply #84 on: September 25, 2014, 05:08:29 pm »

My seed shows Maremar where it should be. Here's my races.txt for reference:
Code: [Select]
---- Don't use just tab, you need to have at least one space bar between the arguments.


#load ./data/races/humans.txt
#load ./data/races/lizards.txt
#load ./data/races/atlantian.txt
#load ./data/races/agarthans.txt
#load ./data/races/hoburg.txt
#load ./data/races/abysian.txt
#load ./data/races/caelians.txt
#load ./data/races/machakans.txt
#load ./data/races/tengu.txt
#load ./data/races/monkeys.txt
#load ./data/races/zotz.txt
#load ./data/races/fomorians.txt
#load ./data/races/orientalhuman.txt
#load ./data/races/vanir.txt
-- #load ./data/races/sidhe.txt

So I guess Karlito needs to redo his first pick? Bummer. But at least everyone should now have the up to date NationGen with up to date settings.
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USEC_OFFICER

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Re: Dominions 4 Round Ten: Nationgen!
« Reply #85 on: September 25, 2014, 05:09:08 pm »

Oh. Fingers crossed that the nations I like are still there when I regenerate the mod...
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Karlito

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Re: Dominions 4 Round Ten: Nationgen!
« Reply #86 on: September 25, 2014, 05:56:22 pm »

You guys have Sidhe turned on. Default 0.5.0 has Sidhe turned off. Go turn off Sidhe in your races.txt and you'll gen our mod.

That's quite strange. I didn't make any changes to the generation options.

EDIT:Where the heck is races.txt? Got it. Ah, I see where we went wrong. There's actually two versions of 0.5 nationgen on the sever. I downloaded 0.5.0 instead of 0.5.0-reupload

EDIT EDIT: Okay, two of my top five no longer exist, so I'm going to say I'll have a pick ready by tomorrow afternoon.
« Last Edit: September 25, 2014, 06:13:27 pm by Karlito »
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E. Albright

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Re: Dominions 4 Round Ten: Nationgen!
« Reply #87 on: September 25, 2014, 06:16:53 pm »

Oh, Delta, something you might want to add to the list of unacceptable exploits: right now (and bug reports for the next patch haven't been greened out yet, either) fliers who raid can never be intercepted. I don't know if we have anyone interested in raiding in our game, but in any case, we really don't want anyone using pure-flier forces to do so.

(To clarify, an army of 1000 fliers raiding will never be intercepted, but if they add one single non-flier, they can be trivially intercepted. Any pure flier raiding force can raid with impunity.)
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Delta Foxtrot

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Re: Dominions 4 Round Ten: Nationgen!
« Reply #88 on: September 25, 2014, 06:20:20 pm »

Flying raiders, and I think transformation is still bugged to crap games it's cast on too. Sure, I'll edit those in.
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Karlito

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Re: Dominions 4 Round Ten: Nationgen!
« Reply #89 on: September 25, 2014, 06:23:58 pm »

Oh, Delta, something you might want to add to the list of unacceptable exploits: right now (and bug reports for the next patch haven't been greened out yet, either) fliers who raid can never be intercepted. I don't know if we have anyone interested in raiding in our game, but in any case, we really don't want anyone using pure-flier forces to do so.

Could you elaborate on that a bit? I'm looking at a few flying nations.
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