elmokki / nationgen

NationGen is a program that procedurally generates new playable nations, including graphics, for the strategy game Dominions 4 published by Illwinter. Support for Dominions 5 may be forthcoming.
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UW support part 1: Coastal and UW recruits #419

Open elmokki opened 8 years ago

elmokki commented 8 years ago

This is a sub-issue of #412

Good UW nation support absolutely requires coastal recruits. That system is interesting for land nations too, so it's a great place to start.

Poses and races need to get #uwonly or #canbeuw (maybe with primary/secondary race specification so we can separate races that have a handful of UW units from races that are intended to really be UW) if applicable. In the case when a nation gets UW troops, there's a good chance of getting them at coastal forts and in the case when nation has #uwbuild 1 (which should be considerably more common for UW capable land nations) they should probably also get some stuff from UW forts.

In general I think that relatively weak-powered bonus mages of UW capable secondary races should occasionally be generated to be recruitable only in coasts or often only in UW forts. That said, any non-fort requiring recruitment needs a serious price hike to mage price.

The main thing here is that if a nation of hoburgs has Ichtyids or Atlantians as secondary race, maybe they should get those recruits mostly at coastal forts / coasts in general (whatever is moddable) and occasionally maybe they should get UW forts.

elmokki commented 8 years ago

So:

Land nation can get:

Water nations can get:

TroopGenerator will give special UWunit-filter to any UW units and any shore units of land nations. This will make ferrous items and blunt/slashing weapons extremely unlikely and poses without #canbeuw or if UW, #uwonly.

Also, UW nations are generated only if a switch is set on in options.

Ealb commented 8 years ago

I'll probably eventually make tritons (and shrimpmen) if I have unlimited time because they look so nice, so even if they'd grab something amphibious/terrestrial as their secondary, it would be good if the system could handle all-aquatic primaries or secondaries (but I agree, not both at once).

elmokki commented 8 years ago

Then again would those races be entirely aquatic? Mermen fit tritons and shripmen could get sharkmen, crabmen and kappas or something.

Ealb commented 8 years ago

Well, my first instinct would be to separate mermen and tritons. Shrimpmen should probably go with sharkmen/crabmen though.

Blunt/slashing weapons with len 1 should probably be uncommon but not rare - they're awkward, but they do crop up (e.g. coral club). I should probably check to see if the "half penalty" for mixed types of len 1 rounds up or down, for that matter.

Ealb commented 8 years ago

...it rounds up, so len 1 slash/pierce is no better than len 1 slash (or len 2 slash/pierce).

elmokki commented 8 years ago

This'll be more work than I anticipated because there need to be pose restrictions in all unit generation. Not massive amount of work, but still.

Poses or whole races will need to be tagged with how compatible they're with UW. If there's one option in a pose that is UW and rest aren't it'll screw up the probabilities anyway. The only place where I think this may really be an issue is mounted Atlantians. Even then the solution is just to split any poses that have both amphibians and non-amphibians.

Also, I just realized how funny an underwater foul spawn race would be.

Races will probably just have #uwchance to determine whether they'll be (= nations they are primary race on will start) UW or not. I'll probably make it so that if UW is turned off, they'll have reduced probability by that proportion (ie UW chance 75% -> basechance = basechance * 0.25 if no UW).

elmokki commented 8 years ago

For UW nations:

Heroes = always UW capable Basic roster = always UW capable, shorerecs preferably but not necessarily amphibian Basic commanders = always UW capable, shorerecs need to be handled separately here as well Special commanders = always UW capable Scouts = always UW capable Mages = always UW capable. It'd be nice if all would be non-aquatic but maybe there's just a check to force non-aquatic secondaries if primaries are aquatic. Shore mages, if implemented, can be different. Montags = no checks added. A category pose should determine this.

elmokki commented 8 years ago

...and for land nations the only things that can be aquatic are things you can recruit in UW forts, which is not a priority to add anyway. Shore recruits are the important thing.