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Thread: Rome Total War Randomiser

  1. #1

    Default Rome Total War Randomiser

    Hi!

    Thought I'd share a small tool I've been working on, was making this two years ago but got busy irl. But since I have slightly more time now I started working on it again.

    The tool aims to randomise everything that can feasibly be randomised in the game, at least it will do eventually.
    At the moment it can randomise the more basic things:


    • Starting locations for each faction
    • Starting denari in the treasury
    • Faction ai
    • Unit stats (health, hp, training etc)
    • Unit costs (initial and upkeep)
    • Unit sizes
    • custom seed (so you can share an interesting map)
    • Unit Sounds
    • Unit Training
    • Unit Attributes (with a choice of the max amount a unit can have)
    • Unit Ground Bonus
    • Faction rosters
    • Balanced rosters (Attempts to balance the unit selection for each faction, this hasn't been tested extensively yet) deprecated


    In future I hope to add more interesting randomisation like which units can be recruited by each faction.
    Factions can now have randomised rosters!

    Tools:

    • Faction select map generator (can automatically create faction select maps for you) This is available in a previous release but has since been deprecated.


    Known Bugs:

    • If there's more armies than the amount of cities a faction has they'll stack on the capital. You just need to use the "Army Lists" scroll to move them. I'll prob fix this at some point, but imo its low priority as I'd rather get more things randomised.
    • Unit cards will default to the peasant card if a faction can't normally recruit it. This is fine however as this does not cause a crash. This can now be fixed!




    Here's the link: https://github.com/sargeantPig/RTWRandomiser/releases
    The source code: https://github.com/sargeantPig/RTWRandomiser

    Spoiler Alert, click show to read: 





    Last edited by Aaronbaron; September 24, 2018 at 12:00 PM.
    Rome Total War Randomiser --- Thread --- Source Code

    RTWLIB --- C#Library for manipulating and parsing the Rome Total War files. WIP.

  2. #2
    Frunk's Avatar The Duke Returns
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    Default Re: Rome Total War Randomiser

    Nice work. +rep

    As this has been released, I'll move it to Released Mods.

    Thread moved from WIPs, Ideas and Proposals.
    Last edited by Frunk; March 05, 2018 at 11:29 PM.
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  3. #3
    ♔atthias♔'s Avatar Citizen
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    Default Re: Rome Total War Randomiser

    nice work indeed +rep
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  4. #4

    Default Re: Rome Total War Randomiser

    Good job! It's not easy create this type of programs.

  5. #5
    Ngugi's Avatar TATW Local Moderator
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    Default Re: Rome Total War Randomiser

    OK, this is crazy haha +1

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  6. #6

    Default Re: Rome Total War Randomiser

    Released an update:

    Ui changes
    Random Sounds
    Random Training
    Random Attributes (with a choice of the max amount a unit can have)
    Random Ground Bonus
    Rome Total War Randomiser --- Thread --- Source Code

    RTWLIB --- C#Library for manipulating and parsing the Rome Total War files. WIP.

  7. #7

    Default Re: Rome Total War Randomiser

    Ummm, what's the relationship between this and this: http://www.twcenter.net/forums/showt...-favorite-game. Released under a month before this tool. Coincidence or are you guys working together?

  8. #8
    Frunk's Avatar The Duke Returns
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    Default Re: Rome Total War Randomiser

    There are a few similar tools for M2TW, as well, like this one.
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  9. #9

    Default Re: Rome Total War Randomiser

    Cool bro, nice

  10. #10

    Default Re: Rome Total War Randomiser

    Quote Originally Posted by BHL 20 View Post
    Ummm, what's the relationship between this and this: http://www.twcenter.net/forums/showt...-favorite-game. Released under a month before this tool. Coincidence or are you guys working together?
    Just a coincidence, i started work on this two years ago but only recently started working on it again.
    Rome Total War Randomiser --- Thread --- Source Code

    RTWLIB --- C#Library for manipulating and parsing the Rome Total War files. WIP.

  11. #11

    Default Re: Rome Total War Randomiser

    Released an update
    https://github.com/sargeantPig/RTWRa...tag/v1.3-alpha

    Faction unit rosters can now be randomised. This makes for some pretty ridiculous games, especially when combined with random unit stats.
    Rome Total War Randomiser --- Thread --- Source Code

    RTWLIB --- C#Library for manipulating and parsing the Rome Total War files. WIP.

  12. #12
    Frunk's Avatar The Duke Returns
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    Default Re: Rome Total War Randomiser

    This is great!

    How much work would it take to make this tool work for M2TW?
    FrunkSpace | Mod Announcements | Colonies & Empires

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  13. #13

    Default Re: Rome Total War Randomiser

    Quote Originally Posted by Frunk View Post
    This is great!

    How much work would it take to make this tool work for M2TW?
    Shouldnt be too much work, i think it would mostly be minor changes in the parsers and data classes. I'll take a look later on today.
    Rome Total War Randomiser --- Thread --- Source Code

    RTWLIB --- C#Library for manipulating and parsing the Rome Total War files. WIP.

  14. #14

    Default Re: Rome Total War Randomiser

    I've gotten M2TW randomised!

    I'll post a couple of screenies below. Before I release this I need to fix some issues and get randomised rosters working with M2TW.

    Spoiler Alert, click show to read: 







    Rome Total War Randomiser --- Thread --- Source Code

    RTWLIB --- C#Library for manipulating and parsing the Rome Total War files. WIP.

  15. #15

    Default Re: Rome Total War Randomiser

    Update: Medieval 2 can be randomised to the same level as Rome!
    Rome Total War Randomiser --- Thread --- Source Code

    RTWLIB --- C#Library for manipulating and parsing the Rome Total War files. WIP.

  16. #16

    Default Re: Rome Total War Randomiser

    Update:
    I've added a new tool that can create the faction select screen maps for each faction automatically.

    Spoiler Alert, click show to read: 








    Also added a new balanced roster feature, the feature attempts to balance the rosters of each faction by splitting the units into tiers then each faction chooses a certain amount of units from each tier.
    Rome Total War Randomiser --- Thread --- Source Code

    RTWLIB --- C#Library for manipulating and parsing the Rome Total War files. WIP.

  17. #17

    Default Re: Rome Total War Randomiser

    Great Work! but a small curiosity, Would it be possible to perform a "random" simply with the vanilla initial positions and some conquests of neighboring factions? so that the campaign starts basically the same, but with some invasions and unforeseen conflicts; then the initial strategy is improvised and unexpected, but without surrealist positions.

  18. #18

    Default Re: Rome Total War Randomiser

    I've had a few comments from people wanting a medieval 2 total war version, but the previous version of this mod already supports medieval 2. I am currently in the process of separating the two which is why the current version does not support medieval 2.

    So if you want to use this mod with medieval 2 use this version: https://github.com/sargeantPig/RTWRa...tag/v1.4-alpha

    Eventually there will be a separate application for medieval 2.
    Quote Originally Posted by Miguel_80 View Post
    Great Work! but a small curiosity, Would it be possible to perform a "random" simply with the vanilla initial positions and some conquests of neighboring factions? so that the campaign starts basically the same, but with some invasions and unforeseen conflicts; then the initial strategy is improvised and unexpected, but without surrealist positions.
    I'm pretty sure this is possible, if i'm understanding you correctly. I'll definitely look into it but can't guarantee when :p
    Rome Total War Randomiser --- Thread --- Source Code

    RTWLIB --- C#Library for manipulating and parsing the Rome Total War files. WIP.

  19. #19

    Default Re: Rome Total War Randomiser

    Voronoi Maps








    Random Cities Maps








    Seeded Comparison



    Voronoi Map




    Random Cities Map








    Just a quick preview of the next version, it's faster and looks nicer than the previous.

    A new feature of note is the 'voronoi empires' option. This option uses a voronoi diagram to distribute settlements, using this creates some pretty interesting maps. More often than not there will be quite a few big factions, but also some factions which are caught up between these much larger empires. Personally I think this option is much better than 'random cities' which just assigns random capitals then gives the faction some settlements that are near by.

    Voronoi looks more natural in a way, I'll post a few screenshots of each option for the sake of comparison.
    Last edited by Aaronbaron; August 29, 2018 at 11:22 AM.
    Rome Total War Randomiser --- Thread --- Source Code

    RTWLIB --- C#Library for manipulating and parsing the Rome Total War files. WIP.

  20. #20

    Default Re: Rome Total War Randomiser

    New update!

    https://github.com/sargeantPig/RTWRa...tag/v1.6-alpha



    New Features

    New Ui, the new ui is a lot more clear and easier to understand. It now looks like it has polish and I hope others feel the same way.

    Voronoi Empires, described above in my previous post. This option uses a voronoi grid to distribute settlements.

    Mighty Empires, this option populates each city with an army for each faction. On top of this the armies are scaled in size according to how many settlements the faction owns and the cities are randomly populated with buildings.

    Raging Rebels, this option cranks up the rebel spawn value. This is a silly one and the ai really cannot deal with the amount of rebels, so I dont recommend... Although it's funny.

    Unit cards/unit_info fix, this option fixes the unit cards and unit_info pictures becoming peasants when random rosters is on. The fix is described in more detail on the github.

    The randomiser now acts as a launcher for the mod. Including the options for an ai only game or windowed mode. (show-err is enabled automatically)

    Issues

    There is still some in-game crashes that I'm having trouble tracking down, although they seem largely infrequent compared to the previous release. If you get a crash please report back what you were doing when the crash happened.

    Mighty Empires can cause the ai to have serious monetary issues if the random costs is on, you will also likely have serious money issues. This is due to the sheer amount of armies each faction gets. I'll tone this down for the next release.

    Future

    My real life is a tad busy again, so updates will likely be infrequent from here on. I will however devote extra time if something super important needs fixing!

    Eventually i'll get round to making a Medieval 2 version, but as I said above my time is limited now. If you're desperate for Medieval 2 download this release: https://github.com/sargeantPig/RTWRa...tag/v1.4-alpha

    RTWLIB

    To make the project more readable and concise I split the part that actually manipulates rome total war files into a library that can be used by anyone, if you are interested you can view this here: https://github.com/sargeantPig/RTWLib

    This is a WIP and many improvements can be made but for now it's good enough!
    Last edited by Aaronbaron; September 24, 2018 at 12:05 PM.
    Rome Total War Randomiser --- Thread --- Source Code

    RTWLIB --- C#Library for manipulating and parsing the Rome Total War files. WIP.

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