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Author Topic: Dominions 4 Round 17: Very Bad Things (Hashed NationGen) - Done  (Read 48996 times)

E. Albright

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Re: Dominions 4 Round 17: Very Bad Things (Hashed NationGen) - Recruiting
« Reply #45 on: September 12, 2015, 12:19:05 am »

No, you don't. You think you do, but when you saw the monstrosities everyone else cherrypicked, you'd be less enthusiastic. NationGen without serious limits on selection turns into an arms race in terms of patience and free time.
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BFEL

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Re: Dominions 4 Round 17: Very Bad Things (Hashed NationGen) - Recruiting
« Reply #46 on: September 12, 2015, 07:55:41 am »

True I suppose. But I meant more in the "I hope/wish to have something this awesome for the actual game" sense :P

Also the patience and free time arms race might be worth watching in and of itself. At least from a comedic standpoint, though it could easily turn into "watching paint dry contest" I guess.
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Boksi

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Re: Dominions 4 Round 17: Very Bad Things (Hashed NationGen) - Recruiting
« Reply #47 on: September 12, 2015, 09:20:34 am »

I do remember when we did a NationGen game were everybody rolled their own nation, back in the Dom3 days. I rolled up a nation of icthyids with recruit-anywhere sacreds with awe, and whose magical paths were FWES. I didn't win.
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E. Albright

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Re: Dominions 4 Round 17: Very Bad Things (Hashed NationGen) - Recruiting
« Reply #48 on: September 12, 2015, 12:12:50 pm »

Okay, we've got 10 people, which is pretty good. I'll still take more until we've fixed a map, and/or actually rolled nations assuming the map has room for fungibility, but I think we need to settle map and settings. I stand by my suggestions, which I'll clarify as including Valanis and 55 sites. Do we have other concrete suggestions? Several have advocated wrap maps, several have decried wrap maps, several have tried to stay above the fray... but I don't think I've heard any other maps named besides Valanis (well, and HexAwyr). Do we have other specific proposals?

(I'd hoped to get 0.6.8 out over the weekend so we could have Yazatas and Daevas thrown into the mix, and while I did get the basics of complex Caelian demographics worked out, there appear to be some engine/DB issues cropping up with advanced description generation, so we will, alas, be using 0.6.7.)
« Last Edit: September 12, 2015, 01:00:17 pm by E. Albright »
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IWishIWereSarah

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Re: Dominions 4 Round 17: Very Bad Things (Hashed NationGen) - Recruiting
« Reply #49 on: September 12, 2015, 12:56:10 pm »

Well, main differences between Hexawyr and Valanis is their size :
Hexawyr is 225+33 but Valanis is "only" ~140+20.
The 6 neighbors by province of Hexawyr will reduce the "large" feeling (because you won't have as many fortresses as you may have in a more classical map, for the same number of provinces).


PS: it's hexAwyr. Desura and google won't find anything relevant with Hexiwyr ;)
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BFEL

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Re: Dominions 4 Round 17: Very Bad Things (Hashed NationGen) - Recruiting
« Reply #50 on: September 12, 2015, 06:32:22 pm »

Valanis works for me, same with the 55 sites.
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E. Albright

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Re: Dominions 4 Round 17: Very Bad Things (Hashed NationGen) - Recruiting
« Reply #51 on: September 13, 2015, 12:43:02 am »

Okay, well, in the interest of moving things forward, unless we actually get some arguments for clear alternatives, it's kinda looking like we're going to end up on EA Valanis with lots of thrones (18/9/3) and sites (55), and normal sacred strength. This is not set in stone, so if you feel this is a fate worse than rolling a nation with berserking Markata sacreds, now's the time to speak up. O/w, by the end of Sunday I'll assume that's what we're going with, hash out our nations, and set up the game.
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RexMundi

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Re: Dominions 4 Round 17: Very Bad Things (Hashed NationGen) - Recruiting
« Reply #52 on: September 13, 2015, 02:36:52 am »

Sadly I must drop out, as steady internet is not as steady as I thought right now. That and new job
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E. Albright

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Re: Dominions 4 Round 17: Very Bad Things (Hashed NationGen) - Recruiting
« Reply #53 on: September 13, 2015, 03:34:21 am »

Hmph, we don't need hash keys from your 2/3s of the alphabet anyway. See if the A-I contingent cares. :p

No worries, mayhaps another time.
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IWishIWereSarah

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Re: Dominions 4 Round 17: Very Bad Things (Hashed NationGen) - Recruiting
« Reply #54 on: September 13, 2015, 06:50:26 am »

I'm ok with Valanis, especially with 9 players (Hexa would be really big otherwise). Even though it's a non-wrap map, at least there aren't really corners (except for the flying island), so it's good.
And lots of thrones is lots of fun (as long as you don't end up with 3 thrones neighboring your capital :p ) !
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E. Albright

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Re: Dominions 4 Round 17: Very Bad Things (Hashed NationGen) - Recruiting
« Reply #55 on: September 13, 2015, 12:13:01 pm »

Well, at this point we have a majority agreeing to my unwholesome proposals, so I'm somewhat inclined to move forward so people can still have part of the weekend to cry in a corner over the indignities the RNG is going to visit upon us all, or otherwise come to terms with/familiarize ourselves with our nations. In that light, we'll be doing Valanis, 28/9/3, 55, EA, etc. And your seeds are...

AlStar: 163851675
BFEL: 251933699
Boksi: 408805693
E. Albright: 216481721
Elfeater: 298359144
EnigmaticHat: 366462460
Frumple: 275583250
Il Palazzo: 289580125
IWishIWereSarah: 111903572

Hashing system: enter username into an online hash function, take the resulting CRC32 hash, convert it to decimal, divide the decimal number by 10 (rounded down) so NG doesn't choke on slightly-too-large numbers, and feed them into NG 0.6.7 as specific seeds in the order listed for EA/normal.

The end result is Sanguine Circle; download it here or generate your own following the exact procedure above.

Our lineup:

Spoiler: AlStar - 163851675 (click to show/hide)
Spoiler: BFEL: 251933699 (click to show/hide)
Spoiler: Boksi: 408805693 (click to show/hide)
Spoiler: E. Albright: 216481721 (click to show/hide)
Spoiler: Elfeater: 298359144 (click to show/hide)
Spoiler: Frumple: 275583250 (click to show/hide)
Spoiler: Il Palazzo: 289580125 (click to show/hide)

...

...

...well, no one is going to think it's not EA...
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Il Palazzo

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Re: Dominions 4 Round 17: Very Bad Things (Hashed NationGen) - Recruiting
« Reply #56 on: September 13, 2015, 12:18:46 pm »

What's with those Fomorians everywhere!
E.Albright - is that a hoburg riding a caveman?
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Elfeater

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Re: Dominions 4 Round 17: Very Bad Things (Hashed NationGen) - Recruiting
« Reply #57 on: September 13, 2015, 12:23:28 pm »

I see giants and organized armies, alright lets see what I got...
Tribesmen and hobbits riding stags, nice... cavemen too...

EDIT: I do get a goat.
« Last Edit: September 13, 2015, 12:29:26 pm by Elfeater »
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E. Albright

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Re: Dominions 4 Round 17: Very Bad Things (Hashed NationGen) - Recruiting
« Reply #58 on: September 13, 2015, 12:36:01 pm »

Il Palazzo: does it look like something else? :p [Edit: I probably should give hoburgbred Abysians fossilized cavemen mounts...]

Elfeater: you also get the possibility of recruitable B5s (although StR and very low prob), death-gem-generating temples (although 600g a pop), and blood sac with 55g B1 Caveman mages (although only H1 priests). Yuck.
« Last Edit: September 13, 2015, 12:38:10 pm by E. Albright »
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Frumple

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Re: Dominions 4 Round 17: Very Bad Things (Hashed NationGen) - Recruiting
« Reply #59 on: September 13, 2015, 12:37:33 pm »

... don't suppose someone can upload the created mod somewhere else? For whatever reason, th'one linked is... completely nonfunctional on my computer. Firefox just displays a blank screen, Opera spits out nonsense about updating the browser, IE doesn't even recognize it as functioning, ha.
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