public void GenerateSettings() { ReputationGenerator.GenerateQuestPreferences(this, personalityType); ReputationGenerator.GenerateName(this, ReputationNameConventions.GROUP); for (int i = 0; i < Random.Range(MIN_HEROES_PER_FACTION, MAX_HEROES_PER_FACTION + 1); i++) { Heroes.Add(HeroGenerator.GenerateHero(this, Mathf.Clamp(initialHeroLevel + Random.Range(-1, 1), 1, 100), true)); } }
public void GenerateSettings() { ReputationGenerator.GenerateName(this, ReputationNameConventions.COMPOUND); }
public void GenerateSettings() { ReputationGenerator.GenerateName(this, ReputationNameConventions.POINT_OF_INTEREST, ReputationNameConventions.TERRITORY); }