:!: :!: :!:
DISCOVERY!
I was just "browsing" in the Random Map Generator code and I noticed there's a disabled map type, the Archipelago:
[attachmentid=69]
:blink: Cool, isn't it?
Restoring it was easy, I just had to change the loop starting number from 1 down to zero and the base listing offset.
Anyway, this map type seems to be fully working and I believe it's great for naval wars.
1.07 will definitely feature that!
@BobingAbout:
Thanks for the evamd.ini.
EDIT:
Well well, so I'm working on the RMG, and guess what!
I'm trying to restore several TS things.
The game enters an endless loop trying to place civilian structures, I still have to investigate why that happens.
Anyway, placing dirt roads works kinda good:
[attachmentid=70]
Check the part I marked.
You see that LATs don't work too well with it (probably the reason for WW disabling them).
EDIT #2:
Woot, civilian units also work fine.
Though they make the maps a kindof mess... on large maps that's probably better:
[attachmentid=71]
Argh, I hope to get civ structures to work now.
EDIT #3:
Because the old abandoned BuildingTypes didn't exist anymore, the RMG couldn't find any and therefore not count placed buildings -> endless loop.
I replaced them with RA2 structures, bunkers and tents.
This looks pretty weird, but it works
[attachmentid=73]
I need some help from TS guys here: on what random map climates get abandoned structures placed on? Desert?
Anyway, I'll try now to restore that other civ buildings routine which also placed pavement.
BTW, all these are tests.
I think I'll make this all optional for 1.07.
1.08 will then probably have a customizable version of it, i.e. you can define what buildings will be placed
EDIT #4:
OMFG you can't imagine how happy I am!! :yahoo:
[attachmentid=74]
I marked the problems which occur, though they are minor IMO...
DISCOVERY!
I was just "browsing" in the Random Map Generator code and I noticed there's a disabled map type, the Archipelago:
[attachmentid=69]
:blink: Cool, isn't it?
Restoring it was easy, I just had to change the loop starting number from 1 down to zero and the base listing offset.
Anyway, this map type seems to be fully working and I believe it's great for naval wars.
1.07 will definitely feature that!
@BobingAbout:
Thanks for the evamd.ini.
EDIT:
Well well, so I'm working on the RMG, and guess what!
I'm trying to restore several TS things.
The game enters an endless loop trying to place civilian structures, I still have to investigate why that happens.
Anyway, placing dirt roads works kinda good:
[attachmentid=70]
Check the part I marked.
You see that LATs don't work too well with it (probably the reason for WW disabling them).
EDIT #2:
Woot, civilian units also work fine.
Though they make the maps a kindof mess... on large maps that's probably better:
[attachmentid=71]
Argh, I hope to get civ structures to work now.
EDIT #3:
Because the old abandoned BuildingTypes didn't exist anymore, the RMG couldn't find any and therefore not count placed buildings -> endless loop.
I replaced them with RA2 structures, bunkers and tents.
This looks pretty weird, but it works
[attachmentid=73]
I need some help from TS guys here: on what random map climates get abandoned structures placed on? Desert?
Anyway, I'll try now to restore that other civ buildings routine which also placed pavement.
BTW, all these are tests.
I think I'll make this all optional for 1.07.
1.08 will then probably have a customizable version of it, i.e. you can define what buildings will be placed
EDIT #4:
OMFG you can't imagine how happy I am!! :yahoo:
[attachmentid=74]
I marked the problems which occur, though they are minor IMO...