You are a God! You are master and ruler of a loyal nation. You have unimaginable powers at your disposal. You have claimed this world as yours. But there are others who stand in your way. You must defeat and destroy these pretenders. Only then can you ascend to godhood and become the new Pantokrator. When you start the game you decide what kind of god you are and how your DOMINION affects your lands and followers. It is an expression of your divine might and the faith of your followers. If your dominion dies, so do you. Your dominion also inspires your sacred warriors and gives them powers derived from your dominion. In order to win and become the one true god you have to defeat your enemies one of three different ways: conquer their lands, extinguish their dominion or claim the Thrones of Ascension. Release version and manual is available now. Manual can be downloaded from Illwinter's web page.
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NationGen for Dominions 4 | Locked | |
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Jan 10 2014 Anchor | ||
I actually bothered to write code to get it to a barely releasable state! This thread will probably get less updates than the one at dom3mods, but I figured it's worth posting here anyway. UnitGen was originally written for Dominions 3. It's a program that generates nations from scratch and draws it's own sprites that aren't too awful either since they're built from Dominions sprite parts. Only in UnitGen you can experience procedurally generated awesomeness such as hoburgs riding cave men, bear cavalry or mechanical mosquito cavalry. Hoburgs are kinda slapstick race. There are also funky shapeshifts that make sense more or less, like mages turning to ghosts for the remainder of the battle when they die so they can keep casting. So, what it lacks compared to Dominions 3 version: What it adds compared to Dominions 3 version: It's still a bit bad. Feel free to report horrible balance problems (small ones I don't care about) that definitely exist. Also if you see a crash, please report the seed so I can actually debug it. Edited by: elmokki |
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Jan 10 2014 Anchor | ||
Thanks. Having the catalog of sprite parts is valuable in and of itself. |
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Jan 11 2014 Anchor | ||
For the purposes of the Mod Compilation thread, would you prefer this under the new nations category or the modding tools category? |
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Jan 11 2014 Anchor | ||
I would guess it's more of a new nation than a modding tool since utilizing it for making other mods isn't that simple. New version. Mages and priests get special abilities + pile of tweaks and fixes. - The UI allows setting custom seed and mod name |
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Jan 15 2014 Anchor | ||
This is hilarious fun. I think I had it generate a race of Abyssian's with Skeleton riding Abyssians and another race of Hoburgs led by death mages. |
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Jan 15 2014 Anchor | ||
Yeah. I generated 10 nations and here's a quick showcase of one. It's not the most interesting one, but hey, maybe it shows what at least one nation out of ten usually is. I'll just link to pictures: This is Ommia. Ommia is a nation of hoburgs who, however, do have a some useful human allies/slaves/you name what: Koti.kapsi.fi Ommia is led by it's mage order of... Fathers of Ommia I guess? There are two schools inside this mage order, the lava fathers and the feral fathers: Koti.kapsi.fi Koti.kapsi.fi I would guess the lava fathers are a more martial school, since Ommia has a sacred called Molten Templar. Molten Templar is a hoburg with surprisingly beefy stats, awe, a giant mechanical mosquito as a mount and a battle axe. Sadly they're a bit expensive and have low protection. Koti.kapsi.fi Ommia is luckily not limited to the sacred mosquito cavalry hoburgs. They have a variety of other awesome options such as: |
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Jan 15 2014 Anchor | |
Jan 15 2014 Anchor | ||
Looks like fun! |
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Jan 15 2014 Anchor | ||
*Amazing*. Really wish there were some proto-descriptions but otherwise, looking at that nation above it sounds like it would be really cool to play. Hoburgs riding giant mechanical mosquitos...and goat cavalry? Just wow |
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Jan 15 2014 Anchor | ||
Dominions 3 version had descriptions for nations and units. However they did not really include much story. Sacreds and mages got some pretty generic stuff, but that's all. I do kind of want to make it generate some sort of histories for the nations as well, but that's not really a high priority. Ideally I'd make the nations generated in each batch have some sort of shared history, but that has some issues with seeds (ie I want a specific number combination to generate the same nation every time) if I make it do it so that it affects nation generation. It's possible to implement separately from seeds though since it doesn't affect gameplay, so I'd say it's likely there's that at some point. On actually high priority is adding various gameplay-affecting features the Dom3 version had that I feel like were nice (at the very least these include Caelian race, stuff such as elephants and hydras and random nation level features such as blood sacrifice or cheaper temples) and minor stuff such as all sacreds not being available for each fort. In addition I'm interested in adding some Dominions 4 features, mostly making some units sometimes recruitable outside forts. I also don't have all of the new modding features utilized yet even if some of the new moddable unit abilities for example are fairly trivial to add in. Balancing is also something that should be high priority, but to do that I need the correct kind of data. What kind of units/sacred systematically cost too much/not enough? What kind of mage setups are far too powerful or far too weak? Stuff like that. I also think the changes I did to special ability generation made the probability settings in content files related to those obsolete, so I should probably look at those as well. Oh, yeah, by the way, if you get the newest version (0.0.5-v2) you should be able to generate Ommia by generating 2 or more nations with the seed -1661391466. Eventually I'll add interface support to generate just that nation, but it's the second nation whenever you generate a batch of nations with that seed. 19:09 < Elmokki> Koti.kapsi.fi Edited by: elmokki |
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Jan 19 2014 Anchor | ||
Generated some nations, really fun stuff and some really look enticing to play (especially the ones with hoburgs riding mecha-bugs or cave people) but I think there's some issues, especially with naming: - Scout is used for recruitable troops - slightly confusing as scouts are usually commanders. I've definetely seen a 'Holy scout' troop that was holy but not actually a scout(no stealth!) other than that, great work, and as I suggested in chat eventually being able to get randomgen pretenders(especially titans)would be cool. |
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Jan 19 2014 Anchor | ||
0.0.7 is out. ------------------------- Sacred cap only recruitment was bugged in two extremely stupid ways. Edited by: elmokki |
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Jan 21 2014 Anchor | ||
First, thank you for great tool. I love this! And bug report: --- Generic custom items. #newweapon 701 #newweapon 700 #newweapon 701 #newweapon 702 Edit: Edited by: Golog |
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Jan 22 2014 Anchor | ||
Thanks for reporting this. I'll fix it for the next version. -------------------------------------------------- 0.1.0, some of the changes: Get it from original post. Edited by: elmokki |
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Jan 23 2014 Anchor | ||
I've generated a few sets of nations over the last couple of versions, and I noticed something problematic. A lot of nations - by no means all, but a lot - will have, for lack of a better description, Dom3-style national commanders. I've had nations with three mundane 40-troop commanders, and no difference between them beyond their equipment. These are commanders I frankly wouldn't care to choose over indy commanders for any reason. And the mages are frequently 10-troop commanders, so there's a decent chance they'll be no help. If it's coupled with default morales (also not uncommon) it can spell disaster for a nation, as they field small squads of skittish troops. Adding flat leadership bonuses (the +20 we saw a lot of in... 4.02, I think?) or weighting more for higher base leadership would help a lot. Even throwing around more Inspiration would be good. But right now it seemed like around 1/3-1/2 of nations I generated either had no good leaders or no good mundane leaders. Small sample size, so I'm speculating and may have had bad luck, but it would be nice if there was a check to make sure there was some reasonable leadership, so you don't end up with a nation who's got 2 dull 40s and a pile of magical 10s. |
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