[Rel] Random Faction Mod

https://forums.elementalgame.com/390184

In the random Map Generator thread, someone mentioned they would like to see a random faction generator.   SO I thought I would create a thread to discuss what people would like to see in a random faction generator.  

 

Based on feedback, I will try to put something together and release it to the community.

 

First off:  Everything random, or should you be able to specify somethings and what you leave blank is randomized?

Should it only use existing abilities (death worshipping, brave, industrious, etc.) or should it try to create its own abilities (i.e. regen mana +50%, +10% crystal production, +20% food production, etc.)

How should it balance the abilities - use the 10 point system currently in place, how should we value "new" abilities that are generated.

Should it favor taking weaknesses and strengths, just strengths, should this be configurable?

Naming - should it generate random names, force the user to name them.  Name them after their abilities?

Other ideas...

 

edit:   Check out the initial version which is part of the faction editor  https://forums.elementalgame.com/390184

7,025 views 12 replies
Reply #1 Top

Well i've thought about it, personally i think the 10 points system is a load of cheat. Whenever i personally make custom factions, i never go beyond 5 spent points, otherwise they are quite unfair if i want some vanilla factions in the same game.
I generally pick 1 good trait, or 2 good and 1 bad, i think its a good baseline for somewhat "balance".

As for something totally different....
Colors! I think there needs to be clear limits on the colors, if they are totally random 99% of all the factions generated will have neon green buildings and grey roofs, or puke-desaturated-green roofs and puke-yellow walls :P
Randomness is a baaaad idea when it comes to colors. Computers suck at producing tasteful results :)

Reply #2 Top

What I tried to do with the random colors on the current faction editor is to match certain colors.  I put the faction color and the main building color the same.  I put the 2nd clothing color and the 2nd building color similiar, etc.  I actually created a method to produce random "similiar" colors, so I could at least keep a theme going with the colors.  I'll probably try that out first, or if you have a suggestion on where I can go to find good sets of colors I could use random "sets" to make a good looking group.

 

I agree that 10 points is too much compared to the vanilla factions, so how can we make this interesting?   Maybe 2 good traits to 1 bad, and never more than 5 total (with a smaller chance of picking up a 3rd, smaller still for 4th, and tiny for 5th?).

Reply #3 Top

I think the whole reason you want a random faction is because you want a challenge, so you should use all available points.

I think the bigger challenge is the balance out the point cost of each trait. Maybe make that a variable, so you have the choice to change.

That way, let's say you don't like the 'Brave' trait, then you can change the value to 8 points and it will be seldom selected. If you don't like it at all, you change it to 11 and it can't be selected.

This way you have total control over what traits you want and also custom it to your game style.

You could also give an AI more than 10 points, kinda a secondary difficulty setting.

I like the idea of new traits, and if you don't like the new traits you have the ability to disable them.

 

I edited my original factions using this:

http://myfreefilehosting.com/f/b7b297d8af_0.03MB

Though it did not work, Thanks Murteas for telling me how to fix it.

I'm getting excited about the mod. :andrew:

Reply #4 Top

This is what I had in mind:

Image and video hosting by TinyPic

 

Reply #5 Top

What do you intend with the % change for the 1st and 2nd weakness?

Reply #6 Top

Well, I don't think that the weaknesses should have the same chance of being chosen as a streanth, and I don't really think a faction should have more than two weaknesses.

So I was thinking to give the 1st weakness a % chance of being selected and a second weakness even less than the 1st.

That was the reasoning behind it.

 

Also, there needs to be code to check that you cant select Educated and Uneducated at the same time. There are a few that should be mutually exclusive.

 

Reply #7 Top

I understand.   What I think I'll do is make a prototype and release it and you guys can make suggestions on what you'd like to see.   We'll work from there.  I hope to have something tomorrow for download.  

Reply #8 Top

Okay, what I've done is simply add a random option to my faction editor which randomly fills in the fields.   (It still tries to maintain consistency where it makes sense).   I will release it shortly (Still have to figure out how I want to do random names).   But I'd like to get feedback on what you guys would like to see, and which fields you care about.   Also, what additional bonuses weaknesses you want to use (currently only using the pre-made ones).

 

By the way, I have currently allowed the number of bonuses and weaknesses to vary.  So not all factions will have 10 points.  Usually you'll see around 5 - 9, though there are some 1's and 12's.   I think this is more in line with the vanilla factions.

 

I should have something available in a few hours.

Reply #9 Top

Thanks for your work on this Murteas

Your work on the Faction generator is pretty cool.

 

I would like the feature to enforce a the faction to use a certain number of points. I know the default factions don’t, but then again they have probably not been touched since pre-beta, so let’s not use them as a benchmark…

I’m sad not to see some more activity from the community on new strengths and weaknesses…

Here are some ideas, not sure how feasible they all are:

+1 caravan per city

20% faster mana regen when in influence radius

+100 gold to start

 

The below are probably more sovereign traits:

Random weapon or armor at start

Mound at start

+2 visibility

More children (Twins :))

Reply #10 Top

 

I’m sad not to see some more activity from the community on new strengths and weaknesses…
End of quote

There's been plenty of work done both for race abilities and sovereign units.

 

Reply #11 Top

excellent concept guys... cant wait to see your work Murteas!