Matrix Games Forums

War in the Pacific – Admiral’s Edition Gets a Major Update!World War One Gold 50% Off This Week Only!Demo Now Available for Command Ops: Battles from the Bulge!Field of Glory – Immortal Fire Now Available Plus an Update for the Field of Glory System!New Close Combat – Last Stand Arnhem Trailer!Three Tutorial Videos Released for Storm over the Pacific!Battlefield Academy first video released Demo Released for Storm over the Pacific!Matrix Games Announces Hannibal: Rome and Carthage in the Second Punic WarClose Combat – Last Stand Arnhem Now Available!
Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

Tutorial: Alternate Random Games

 
View related threads: (in this forum | in all forums)

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [Current Games From Matrix.] >> [World War II] >> Advanced Tactics >> Mods and Scenarios >> Tutorial: Alternate Random Games Page: [1]
Login
Message << Older Topic   Newer Topic >>
Tutorial: Alternate Random Games - 11/18/2007 5:54:21 PM   
Vic


Posts: 1735
Joined: 5/17/2004
Status: offline
Alternate Random Games

In the random game creator there is a buttom with a "m" on it that allows you to use a different masterfile then the default generic.ptmaster to create the random game.

Two things are realy important to understand:

1. You cannot just use ANY masterfile as a base to make random games. The masterfile must be designed properly.

2. Also you cannot make any sort of alternate games when you design an alternate masterfile. there are LIMITATIONS.




Attachment (1)
Post #: 1
RE: Tutorial: Alternate Random Games - 11/18/2007 5:55:23 PM   
Vic


Posts: 1735
Joined: 5/17/2004
Status: offline
On this screen in the editor you must set the rulevars for the masterfile that the random algorithm will use.




Attachment (1)

(in reply to Vic)
Post #: 2
RE: Tutorial: Alternate Random Games - 11/18/2007 5:56:48 PM   
Vic


Posts: 1735
Joined: 5/17/2004
Status: offline
To know what you can and cannot specify in the rulevars and what else you must and cannot do. I will now address all important points bullet by bullet.

1. The random game algorithm checks if rulevar(418) = 1 , if it is not the process will be aborted.

2. The random game algorithm uses the LT specified in rulevar(401) to fill the map with water, unless a 100% land map is specified or rulevar(401)=-1, in that case the map is filled with the LT specified in rulevar(402)

3. The random generator presumes no regime is present in the masterfile. Make sure your masterfile also has no regimes in the regimelist.

4. The random generator adds the number of specified regimes and gives them random colours, flags, unit and names.

5. Rivers are not painted if you specify either -1 for rulevar(407) or for rulevar(408), you can specify the same river # for both rulevars.

6. Mountains are not painted if you specify either -1 for rulevar(403) or for rulevar(404), you can specify the same LandscapeType # for both rulevars

7. VPWin is always set to 80% of total VP on map

8. All regimes are set at war with eachother

9. Each regime gets a capitol LocType specified in rulevar(410) and gets a free first Hq unit with in it SFType # specified in rulevar(411) in a quantity specified in rulevar(412). The people of the regime is always people # 0.

10. All town names are hardcoded. The inhabitants of each town are always people #0.

11. Rulevar(413) is the smallest town, Rulevar(414) is bit bigger, Rulevar(415) even more and Rulevar(416) is the biggest town. All these 4 rulevars must refer to a valid LocType #.

12. If you dont want to use a certain landscape like swamps then just specify a different LandscapeType, Plains for example or light forest.

13. There must always be a road type and a bridge defined in the masterfile. It is impossible to make a random games capable masterfile without roads or bridges. Make sure to set rulevar(409) to a valid roadtype. (though if you set rivers to -1 and roads to -1 as well i think it might work - no guarantee though)

14. The random game will also use any action cards and events defined in the masterfile. Make sure they will work with any random game if you put or let them into your masterfile. The random game will also use all the peoples defined in the masterfile.

15. Keep in mind predefined units defined in the masterfile will not be available in the random game.

16. Make sure all the landscapetype rulevars i have not mentioned here also have valid LandscapeTypes assigned to them.

17. Sprite 0 is used for the painting of all LandscapeTypes.


< Message edited by Vic -- 11/18/2007 6:05:01 PM >

(in reply to Vic)
Post #: 3
RE: Tutorial: Alternate Random Games - 11/18/2007 5:57:19 PM   
Vic


Posts: 1735
Joined: 5/17/2004
Status: offline
It might seem not to flexible a random game mechanism, but by using events you could randomize things a bit further. Let me give some ideas:

1. Make an event that only executes at start of first round and let it randomize sprites a bit.

2. Make an event that introduces wheater effects in certain rounds.

3. Make an event that randomizes the people living in certain locations.

4. Make an event that adds extra locations of specific types to the map.

5. But you can realy do a lot lot more. Especially if you use LOOPERS with the CheckRegimeCount in concert with RegimeVariables, so that your events can scale up to the ammount of players on the random map.

(in reply to Vic)
Post #: 4
RE: Tutorial: Alternate Random Games - 11/18/2007 5:57:44 PM   
Vic


Posts: 1735
Joined: 5/17/2004
Status: offline
Well...
thats it!

this was a rather small tutorial.
But it will help you if you want to design a random generator capable masterfile.

Kind regards,
Vic

(in reply to Vic)
Post #: 5
RE: Tutorial: Alternate Random Games - 3/16/2008 4:43:03 PM   
Delyn Locksmiths


Posts: 393
Joined: 12/26/2007
Status: offline
Vic, how can i for example set a modified graphic as the one that the random game generator uses for e.g. plains.

Is that possible?

(in reply to Vic)
Post #: 6
RE: Tutorial: Alternate Random Games - 3/16/2008 5:22:21 PM   
Vic


Posts: 1735
Joined: 5/17/2004
Status: offline
sure. just change the graphic of the plain LT in the masterfile that you will use in the random game generator.

kind reg,
vic

(in reply to Delyn Locksmiths)
Post #: 7
RE: Tutorial: Alternate Random Games - 12/14/2008 12:27:30 PM   
BULLDOGINTHEUK


Posts: 474
Joined: 10/12/2007
From: Newport, UK
Status: offline
Hi Vic, I have done a set of graphics for random maps but when the map is made only 2 sets of regimes show up (German and Allied). Are only 2 regimes hardcoded into the random map generator (as I did graphic sets for Germans, Allies, Japanese and Russians)?


(in reply to Vic)
Post #: 8
RE: Tutorial: Alternate Random Games - 12/14/2008 1:36:57 PM   
Vic


Posts: 1735
Joined: 5/17/2004
Status: offline
Hi Bulldog,

Yes its hardcoded. But i added it to the list for changes.

kind regards,
Vic

(in reply to BULLDOGINTHEUK)
Post #: 9
RE: Tutorial: Alternate Random Games - 8/23/2009 3:16:44 AM   
Jeffrey H.


Posts: 1412
Joined: 4/13/2007
From: San Diego, Ca.
Status: offline
Hi Vic. How do I edit and existing masterfile ? Say for instance I want to modify an existing masterfile with new events etc, how do I edit it ?

_____________________________

If you think health care is expensive now, wait until you see what it costs when it's free.
~P.J. O'Rourke

(in reply to Vic)
Post #: 10
RE: Tutorial: Alternate Random Games - 8/23/2009 10:11:13 AM   
Vic


Posts: 1735
Joined: 5/17/2004
Status: offline
I would work in a copy of the masterfile if i was you, but basicly its very simple. You just load it like any other scenario and then got to the editor. However in the load dialogue make sure to swith file type from .pt2 to ptmaster!

kind reg,
Vic

(in reply to Jeffrey H.)
Post #: 11
RE: Tutorial: Alternate Random Games - 9/19/2009 1:26:05 PM   
Lunaticus


Posts: 492
Joined: 12/31/2008
From: Germany
Status: offline

quote:

ORIGINAL: Vic
15. Keep in mind predefined units defined in the masterfile will not be available in the random game.


Is there any way to get any new units into a random game? If I understood correctly and random games do not have predefined units than this is not possible in AT?
Many thanks and Best Regards

_____________________________

Always play each turn as if it were your last.
Did you download, play and enjoy a scenario from the scenario bank? - Then please write a feedback for the scenario designer.

(in reply to Vic)
Post #: 12
Page:   [1]
All Forums >> [Current Games From Matrix.] >> [World War II] >> Advanced Tactics >> Mods and Scenarios >> Tutorial: Alternate Random Games Page: [1]
Jump to:





New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts



Copyright ©1999-2010, Matrix Games Ltd. All rights reserved in the United States and throughout the world.
All other products and copyrights mentioned on Matrix Games Ltd are the property of their
respective compaines, and Matrix Games Ltd makes no claim thereto.
Terms and Conditions of Use  |  Privacy Statement

Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI

0.066