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    Random number of units placed randomly at random turns?

    Scheduled Pinned Locked Moved Maps & Mods
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    • prastleP Offline
      prastle Moderators Admin @Hepps
      last edited by

      @hepps did you copy all old maps since mine ext died?
      🙂

      If we open a quarrel between past and present, we shall find that we have lost the future! Sir Winston Churchill

      HeppsH 1 Reply Last reply Reply Quote 0
      • HeppsH Offline
        Hepps Moderators @prastle
        last edited by

        @prastle Not sure what I have... I still have all the engine versions going back to 1.8.0.9

        "A joyous heart sours with the burden of expectation"
        Hepster

        prastleP 1 Reply Last reply Reply Quote 0
        • prastleP Offline
          prastle Moderators Admin @Hepps
          last edited by

          @hepps engine versions don't matter its what maps did you save?
          🙂

          If we open a quarrel between past and present, we shall find that we have lost the future! Sir Winston Churchill

          1 Reply Last reply Reply Quote 0
          • B Online
            beelee @prastle
            last edited by

            @prastle said in Random number of units placed randomly at random turns?:

            @crazyg I don't see it in the repo anymore oh well.

            maybe Roger has it ?

            prastleP 1 Reply Last reply Reply Quote 0
            • prastleP Offline
              prastle Moderators Admin @beelee
              last edited by

              @beelee nope just checked
              I guess we hope @LaFayette ( who made original) or @Cernel who did some work on it has a copy

              If we open a quarrel between past and present, we shall find that we have lost the future! Sir Winston Churchill

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              • alkexrA Offline
                alkexr @CrazyG
                last edited by

                @crazyg said in Random number of units placed randomly at random turns?:

                What you currently cannot do is have exactly 3 brigands total appear, and those three go to totally random territories.

                You can. You place units with 50% chance on a fake territory, named x_1, x_2, ... etc. Interpreting this as a binary number, now you have a totally random number between 0 and 2^n - 1. Then each territory gets a number, and a condition checks if this number is equal to our random number, and if so, places a brigand. Repeat 3x. Number of triggers required is O(Territory * Number of units to spawn).

                "For the world is changing: I feel it in the water, I feel it in the earth, and I smell it in the air."

                CrazyGC 1 Reply Last reply Reply Quote 4
                • CrazyGC Offline
                  CrazyG Moderators @alkexr
                  last edited by CrazyG

                  @alkexr
                  this made me laugh it was so creative. Brilliant solution, it also points out that it would probably be very easy to just create a function that selects a random territory in the engine than an XML calls

                  alkexrA 1 Reply Last reply Reply Quote 2
                  • alkexrA Offline
                    alkexr @CrazyG
                    last edited by

                    @crazyg The inspiration came from the random events system of Greyhawk Wars. Panguitch used a similar binary system.

                    "For the world is changing: I feel it in the water, I feel it in the earth, and I smell it in the air."

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                    • LaFayetteL Offline
                      LaFayette Admin
                      last edited by

                      @CrazyG you can give this branch a try, YMMV: https://github.com/DanVanAtta/triplea/tree/conquest

                      I don't see the actual map added there, just additional code to help support. IF you can get ahold the old map xml it should work with the engine run at that version.

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                      • RogerCooperR Offline
                        RogerCooper @redrum
                        last edited by

                        @redrum said in Random number of units placed randomly at random turns?:

                        @hepps Yeah or use @RogerCooper's conversion thread. Just not sure anyone would volunteer to update them but if they would or at least consider it then it could be helpful.

                        I converted everything I could get a hold of. If anyone has a mod not on my Scenario List send it to me and I will add it,

                        I don't have Global Conquest and I don't remember anything like it.

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                        • CrazyGC Offline
                          CrazyG Moderators
                          last edited by

                          Random though about this. Currently you can make a trigger fire another trigger.

                          <option name="activateTrigger" value="triggerAttachmentRussians5_FarEastReserves:1:false:false:false:false"/>
                          

                          (Format: "triggerName:numberOfTimes:useUses:testUses:testConditions:testChance")

                          How doable would the following be?

                          <option name="activateRandomTrigger" value="triggerAttachment1:triggerAttachment2:triggerAttachment3" count="2"/>
                          

                          The above would fire exactly 2 of those 3 triggers at random. IDK how important the additional options are for activateTrigger (I don't understand what the test things do, and if I wanted to fire the trigger more than once I would just put more lines)

                          Also I investigated and I do not have the global conquest map on this computer. Sorry

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