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But where? :cool: Is this updated download ?

Many Thanks !! :)

Opps I remember now RandRoad, and thanks again!
 
I suppose I should put a link in from time to time.

It can be found here

BTW, I still use patch 1.1 for this project. That is with a P3 1.6, 512K ram. I really like what the other patches have added and use them for vanilla, but they are too slow for me with this mod.
 
Hey I got and just created a RandRoad scenario with 157 countries and started looking over some of the generated files.

Simply brilliant !! :D

One thing I notice is in the eug you use the 'scenarios/1936/Bases.inc' as a default. This may be inadequate for a world wide random scenario as the bases in the 1936 scenario are Europe eccentric. Also the AI's do not build ports or airfields.

I will be compiling from my lastest version of RiskMod Light a single inc file that will have all the bases and airfields and forts that I have created world-wide. Would you like to add it?

Also many thanks for mentioning me at RandRoad ! :cool:

I have also perfected the AI somewhat and other files that dove tail, anyways I will work to create some RiskLight RandomRoad Scenarios with our modified tech-tree etc. all starting at 1930 (with no tech at start option). This is where I wanted to be months ago when I first saw you start your fine work. :D

This will be very exciting !!

Also I have upgrated to a new computer. Get this:

Brag time: :) :rolleyes: :eek:

Double dual core, 2.41 GHz AMD Opteron on x64 Operating system (backward compatible with x32 programs) and 8 GB of highgrade Ram. That is 9.64 GHz of processing power ! Six hard-drives at 1.6 or so terra-bits.
With I terra-bit of virtual ram possible ( I use much less for now though).

Anyways, I am looking forward to playing now with 157 countries tanked up and ready for world conquest. I have also moved to 1.3a and it works great so I will manually place the files as I create and modify them.

When I set the game at the fastest setting it takes a few minutes for each month to pass. :cool:

(P.S. I also fixed the CTD bugs and posted at TRP the various fixes) Next versions will be bug free. :rolleyes:
 
Hey I got and just created a RandRoad scenario with 157 countries and started looking over some of the generated files.

Simply brilliant !!

That is too much, but just enough to quote. :rolleyes:

Different air and naval bases would help. I keep meaning to add something to make the air and naval bases random. It isn't hard to do, I just forget to include it each time. A thought out file from the Risk Mod would be a good option.

All the good stuff in my ai files were borrowed from your universal ai for risk. I thought you should be mentioned with the ai file since all the best ideas in it were yours.

I try to keep up with the Total Realism Place(TRP). I read about your new supercomputer there.

I'm glad to see someone can run 157 countries. I thought it might have been one of those issues that just piled up until no computer could deal with it.
 
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AlenlorDRot said:
I suppose I should put a link in from time to time.

It can be found here

Why don't you use a signature and put the link in there ? ;)

Besides, do still all countries go the blitzkrieg-path in the landdoctrines ? I'd wish each country would choose it's own way. At least when I create a scenario with no techs at all at the beginning, than they shouldn't still have the first step to Blitzkrieg.

@ Yukala

I hope this project of combining Risk and RR has your top priority :D
 
Why don't you use a signature and put the link in there ?

Besides, do still all countries go the blitzkrieg-path in the landdoctrines ?

A sig would work nicely. Once again I'm indebted to you for a good idea, but once again I'm not sure when I will get around to acting on it.

When minimum tech is selected for a scenario the program is coded to give each country the first step on one of the paths. That was because when left alone they all chose the same thing. I'll test it later to make sure.
 
Hi AlenlorDRot !

I trust you had a great New Years ! I spent mine with inlaw parents. :cool: It was enjoyable though Papa is 93 and WWII vet from Battle of the Bulge etc on the American side. We were discussing the fortifications at Metz and the pictures he smuggled via the Chaplain. Piles of pictures made by his buddy an official Army photographer as they moved through France into Germany on to meet Russian troops and have victory dinner together in old Nazi barracks that were still intact.

Anyway, in looking over files you have not (yet) addressed VP distribution?

Would you be able to generate a VP file after the inc file has been generated and pull from this the assigned capitols? Maybe assigning 25 VP to each captiol and 5 and 10 vp to four other provinces in some 'random' manor?

Or we could make up a general VP file of many 1, 2 and 5 VP's around the world based on merits of location such as every third province assigning a VP of 1, 2 or 5. Then marry that with a capitol only VP of say 20 or 25 at generation time. There can of course be more than one VP inc referred to and pulled from the scenario folder as long as the names match appropiately.
 
I noticed in the scenario inc generated so far half the 'capitol =' failed to designate.

Has this come up before?
 
Not to wear you out.

I have begun creating some inc files as we discussed and I have yet another idea. :cool: :rolleyes:

I have sparsely sprinkled some 'revoltrisk = ' provinces throughout the world. No more than 20 or 30 I imagine (will know soon) in RiskMod2. So what of generating a random inc of say 5%-15% of the world provinces with an inherent 'revoltrisk = ' tag each of varied revoltrisk level of say 50-150. This would add another dynamic to each generated game as being 'different' in game for play.

You are the programmer, is this easily feasible? :D
 
I'm not sure why the capitol province isn't being printed to the file. I will look into it. I guess the game is just working around it as I haven't seen any problem while playing the scenarios.

The vp values are being changed by the program. It shouldn't be difficult to make sure each capitol gets some, but it depends on fixing the no printing problem above.

Sprinkling the revolt risk around shouldn't be hard. The simplest way would be to have a percentage chance that there would be a revolt risk in a province, and then if there is determine how much between a minimum and maximum.

I'm not sure when I'll get to work on this again, but I will have plenty to work on when I do. I'd like to find the capitol bug first.

BTW, have you noticed that the manpower in the .inc files are ignored when the game starts? Any idea why?
 
I've fixed the capital = bug, it will be there next time I upload the project.

I'm gonna work on the bases. Yukala, if I had your bases.inc availiable I'd give a choice of standard/Risk/Random bases.

I've also got a sig now, thanks Golwar.
 
I will get that file to you in long day. I got one third done and then distracted. :(

Will continue working on it again soon. Have been testing some other settings so as to update for RiskMod3 as a Light version on 1.3a. I hope as well to include RandRoad generated versions too. :cool:
 
I just posted the latest version. The main change is that it can now make battle scenarios. I included province lists that cover North and Central America down to the Panama Canal. There is also one for the mainland US only.

One warning, you need to leave the province lists where they are. If they are moved out of the folder with the program, it won't work.

You can make your own province lists as well, instructions are in the readme.

There is also a new base.inc creator. You give a % of provinces that you want with air and naval bases and they are randomly generated.
 
I just updated again. I added province lists to make battle scenarios with South America only or with all the Americas together.

The province lists were moved to their own folder to get them out of the way.

The .inc files were changed so that each country starts with 5000 of each resource instead of 500.
 
So I presume that none of the american nations now own Suez or something crazy like that?

Pity im stuck with my laptop at uni, it doesnt hand the amount of units the countries create and pauses for about half a minute at the end of every day before carrying on.
 
So I presume that none of the american nations now own Suez or something crazy like that?

That still happens on the world map for the grand campaign. I'm working on making battle scenario maps for different areas of the world. Then I will stick them all together and that will solve the problem you mentioned.
 
Nice idea, so you get a solution for the bug and new features as a bonus for your troubles :)
Any idea when you'll finish this step ? I'll have a LAN soon and would like to give RR a (real) chance.
 
I'm not sure when I will be done. I'm doing Africa next, then Europe. The Soviet Union and Asia will take the most time since there are so many provinces there.

I'm enjoying the battle scenarios because the smaller maps with less countries runs so much better.
 
I've gotta say, I love this mod. I don't get to play as often as I'd like (who does?) but this is what I've been looking for since I got the game. I thought I'd finally come on here and post.

A couple of comments:
1. How about an option in the generator to lessen the penalties on conquered territories (like the Non-national IC multiplier)? I know it can be done manually but it would be cleaner if it could be taken care of in the generator. When I'm just one of 157 countries, it's kinda hard to get anything going without a little more help from my loyal subjects.

2. Does RandRoad have a time limit? Do I have to apply the no time limit mod separately? Could it be included?

3. I know it's fluff but I'd like to see, rather than a random shuffling of countries I know, a whole world of new countries. New flags, new country names, new unit names, etc. Of course behind the scenes, they'd still be all the same old country tags and whatnot. It's just that the names would be changed to protect the innocent. I'd be happy to help come up with names, etc. if you'd like.

Again, great work.