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Say you wanted a primate nation with an elite mage able to cast blood magic and some cool sacred units with fancy magic gear
Start the nationgen.jar from the latest release available from https://github.com/elmokki/nationgen/releases
Set e.g.
- [Main] numbers of nations to create "Nation amount" to 50
- [Options] activate "Draw sprite review image" if you want to get preview images of the randomloy created nations (strongly recommended)
- [Nations restrictions] Add "Primary race", then add "Primate"
Add "Magic:Mage with Access", then add Blood
Switch back to [Main], hit the start button. NationGen will then generate 50 random nations with your predefined criteria and place the 50 nation mod in the nationgen_xxx\mods folder.
Based on your personal preferences, you can browse the 50 nation preview images to decide which nation visuals you like best.
Or you can open the advanceddescriptions.txt file of the mod and check out the detailed nation and unit infos.
Sample seed: Kunton generated with seed 1414932248 + Generation setting code: 5 + Generated with version 0.7.0-RC7
Nation preview image https://imagizer.imageshack.com/v2/1024x768q90/921/jku7Ia.jpg
Blood mage details https://imagizer.imageshack.com/v2/1024x768q90/922/KJSAhh.jpg
Sacred demonic flyer details https://imagizer.imageshack.com/v2/1024x768q90/924/KnCglE.jpg
- You could use this approach on all nations you are interested in and create 50 nation batches (e.g. for Illithids, Fire Bolgs ...)
- then handpick of each nation batch the few nations you like best. The corresponding nation seeds can be found in the mods .dm file and can be copy & pasted e.g. in Excel.
- then you can create your "personal favourites" nation mod by copy & pasting all your handpicked nation seeds in [Options], activate "Use predefined nation seeds"
Your can then try your resulting personal favourites nation mod in Dom 5, e.g. in a single player disciple game vs the AI.
Official forum thread http://s7.zetaboards.com/Dom3mods/topic/11057263/1/
Hope I could help ;-)
1.) download the nationgen_070-rc7.zip file folder from https://github.com/elmokki/nationgen/releases
2.) Unzip
3.) Start nationgen.jar within the unzipped folder.
All neccessary files for nationgen to work are already included in the zip file. Program usually takes up to 10 seconds to start, depending on your system specs.
I can't seem to get anything to launch. Is there some trick or an executable that I'm missing?
There was a "points system" for creating nations that was designed for Dom3: http://forum.shrapnelgames.com/showthread.php?t=43090
A few things have changed like resistances and the addition of Rec Points, but if you are looking for a framework to sue when designing nations you could do worse.
I created three races with it: http://forum.shrapnelgames.com/showthread.php?t=43268
While they were great as opponents, as they were very simple for the AI to play, they were quite uninteresting for human players to play themselves, due to the lack of point costs for a great many things, such as commanders, national spells, etc..
Use prev one.
Having said that, if I can be arsed, I'll have a look at using jlink to make a standalone .jar at some point here.
My problem is that I cannot find this nationgen mod folder? Where are the nations going that have been generated? Am I missing a step somewhere?
You then move those into the game's mods folder, which you can find from the game's main menu in
Tools and Manuals ->
Open User Data Directory
Then you can go to the Mods menu option to enable it. By default natgen builds the nations for the middle ages, so they'll show up in that age unless you changed it.