Distant Worlds / Character Randomizer 0.3
Thanks for the source code supplied from Ken Getz (common dialogs Windows API examples) and ALKO (firstname.lastname@example.org) for his class to read PNG files.
Thanks to the web "http://deron.meranda.us/" for their names (male and female) and surnames list, that I have used to generate the character names.
Thanks to Myros (http://www.matrixgames.com/forums/tm.asp?m=2985698). I have used his potraits to make the application, and I supply them with it as example.
And of course thanks to Matrix Games and specially Erik Rutiks for making this marvellous game.
"Character randomizer" is small application to create a randomized "[Racename].txt" file for using in Distant Worlds Universe.
A screenshot of the application:
And a screenshot of a game using the file generated by this application:
*Configure options.ini for the first use with the correct paths. They can be selected from the application itself. The default setup are the files supplied in the rar
*Always make a backup of the original files of the game. In this application, a backup of the "[Racename].txt" file is mandatory if you intend to use it without customization.
*The portraits folder should be copied to "[DWU Installation]\images\units\characters" to allow the game read them, or in the appropiate customization folder
*The "[Racename].txt" generated file should be copied to "[DWU Installation]\characters" to allow the game read it, or in the appropiate customization folder
*I wont be updating the application regularly, as it works for me (I made it for my personal use really) and dont want to make nothing complicated. So dont ask for features, because I really dont have much time. Just wanted to share with the community. Sorry :)
Lots, I suppose, as I made it for my personal use, and probably wont update it a lot. The main one: I initally made this for Humans, so there's no way to specify race specifical portraits in the portraits folder, although this can be done using you imagination... :)
How it works
It has some easy rules to function properly. I supply one example with everything working, (the paths for each file, should be configured in each Computer, but by default it uses the supplied by me). But anyway:
-1º) We need a folder with some png portraits. The name of this files should be preceded with "F" is its a female portrait or "M" if its a male portrait. If you dont specify this, it will take them in a randomized way.
-2º) The application looks for the 2nd and 3rd char of the png file name to determine if the portraits are in a category:
"LE"->Leaders, "DI"->Diplomats, "GE"->Troop Generals, "SP"->Intelligence agents, "SH"->Ship Captains, "GO"->Colony Governors, "SC"->Scientifics, "AD"->Admirals
This means for instance:
"MLeader89.png" - Male Leader Portrait
"FDiplomat43.png" - Female Ambassador/Diplomat Portrait
"FAdmiralAckbar.png" - Female Admiral portrait
**This two rules can be avoided and wont be used if we use the checkBox "Use any Portrait for any character. All characters will be generated randomized"**
-3º) The application uses a Male names file, a Female names file and a Surname file. This three files can be selected from the application itself, and should have the same structure than the supplied files (thats a txt list, easy) If you dont want to use lists of names nor surnames, it has a built in random names generator using the rules supplied in the file "rules.dat". It can be selected marking the checkbox "Use built in random name generator". You can play around with the rules, but beware!, it has not a complete error control. Some tips:
(CV) -> Consonant/Vocal -> always used
CV > Consonant/Vocal -> Optional. Using * after creates a random sequency of CV strings
literal in downcase - > Always used
-4º) The races are specified in "Races.txt", that is a txt list of the races that you want to show in the combo "Race". Default races are the game base races.
Once we have this steps ready, we press "Load Character Data", and the files will be buffered to make the "[Racename].txt" file. The frame Characters will be activated, and the we can specify how many of each type will be available at the beginning of the game.
**This option wont be used if we use the checkBox "Use any Portrait for any character. All characters will be generated randomized**
When we hare happy with the setup, we press "Generate" and the file will be created. You'll be prompted to open it and check the generated file. After that you should move it wherever you have the game and the file "[Racename].txt" and launch it with a fresh start.
I have added an installation package just in case some library is not registered in your system. Its developed in VB6 and uses common Windows libraries and the vb6 runtime, but in any case:
Log File(not known bugs right now)
Bug corrected: As stated in this thread http://www.matrixgames.com/forums/tm.asp?m=3637221 the value '?' in the order of appearance can be '0' too, this make the game to have lots of characters at start, as its a dice roll and '0' is allowed. Corrected assigning order to the characters
Bug corrected: The skills and traits are now randomized so the characters don't have all of them
Added pirates as characters. I forgot them as I never play as pirate :)
Renamed some portraits, so there are some portraits of each type in the supplied example
Compiled in other machine (just in case Norton AV marks the file as suspicious). I really cant do anything about it, just open a support ticket to Norton with the details anyway
< Message edited by ergie -- 7/15/2014 10:53:11 AM >