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#randomizer

schmeling65
@hesopesomeso I have 2 hours, how about a run on randomizer with the same seed?
pegperegogaucho
mr.neutrality
Uhhm why does the randomizer refuse to work unless I leave the output path unchanged from the last time it randomized?
pegperegogaucho
@mr.neutrality can you try chaning the output path in the ini and then also settings "patched" to false?
pegperegogaucho
It might be that it still thinks the patched files are there, but they aren't in the new path
mr.neutrality
Setting "patched" to false fixed it. But I was also able to rename a newly created folder to the old one to circumvent it
pegperegogaucho
Okay, I see in the code if you change the output path it won't reset the patched variable, oh man :Obelul:
mr.neutrality
What is the patched variable supposed to do? Check if the patched level files are already in the folder?
pegperegogaucho
Yes, because the game needs to be patched to be randomized and it would be slow to patch it every time you do randomize
pegperegogaucho
So it "caches" them in the output path (randomized levels have a R prefix)
mr.neutrality
Always wondered what the non R suffix levels were for
mr.neutrality
well... the patched variable seems to not work 100% as inteded. It only raises an error when you try to change the output path to an empty folder in the randomizer exe. If you change the path in the ini it works just fine
pegperegogaucho
Even if you keep the patched=true?
mr.neutrality
Yes
pegperegogaucho
I'll add it to my long todo-list :Obelul:
pegperegogaucho
Although I appreciate people are using the randomizer. What do you think?
mr.neutrality
I've never done a "true" randomized run so I can only speak for enemy multiplication and boss modifiers. In this regard the randomizer does pretty well and delivers a dificulty to ones liking without much personal effort. Also I appreciate that you can set stuff for levels individually. There are however a few curiosities I've found: 1) if you for example set the "total enemies alive during fight" to 2.0 and "enemies alive at encounter" to 5.0 as soon as you kill 1 enemy a truckload spawn immediately. 2) for certain non lock spawning squads, like at the beginning of normandy when using the cable car, after defeating most of them only 1 at a time will spawn 3) damage from the boss bombs and the rollers seem to both be determined via "roller damage" 4) it would be nice to have a unit in the comment for things like "roller extend time", "catapult fire rate", etc. Again these are basically non-issues and all except 2) could be fixed via explanations in the comments. And thanks S.P.Q.R for having provided us with such great mods:peepoLove:
pegperegogaucho
Thanks for the feedback! 1) I'm not sure what specific variable you are referring to, could you reiterate? 2) That's no good, if something happens like that again could you upload the settings and the seed so I could take a look at it? 3) Yup, they share the same damage value. Strange that I did not say that in the settings 4) Ah yeah, I assume that the names make enough sense but it could be cryptic. For many properties though it's hard to describe them, it's something that would require more in-depth knowledge of coding or math or whatever I'm glad people are having fun playing my mods!
mr.neutrality
squads_pool_group_starting_enemies "How many enemies are present upon first encountering the squad", squads_scripting_respawning_enemies "How many enemies will be alive regularly during the fight" these are the ones I was referring to
mr.neutrality
seed: 1871978698
Download randomizer-settings.ini: