I will change "placeCivDefaultEntities" to call "createStartingPlayerEntities" to reduce duplicated code. Thx Spahbod for pointing this out. In addition I will add a keyword argument (like the Iberian civ bonus walls are already) for the entities to place so it is possible to do everything with one function. The common case will always be supported without keyword arguments though.
@vts/vtsj: It would be nice to have your changes of documentation in the wall builder. It was good!
Afterwards I will fix the issue I found while trying to explain the wall builder:
http://fexor.dyndns....r%20concept.pdf. It's not really an issue ATM but ofc it should be clean.
There's still the problems with entities at the edges of the map (e.g. Anatolian Plateau: Trees). Even if they are reachable only few gatherers can harvest from them. That often results in stacked peasants that block each other. On tiny (and maybe some small) maps the Iberian civ bonus wall reaches out of the map, too. I think it would be good to add a function in rmgen that removes all entities outside (and at the edges of) the map. That could then be called before exporting the map. I'm not sure if some sort of "removeObject" function exists. I'll look into this. That function should always warn (or at least log) if any entity is removed to help rms programmers to notice what they can do better to avoid placement outside/at the edges of maps.
A related thing is that it is possible to place overlapping entities. It would be good to add a function that places an entity and removes all entities overlapping with it. Ofc that would need an "removeObject" function as well and the information of the space each object needs (which AFAIK is not available in rmgen ATM).
The AIs have problems with entities surrounded by other entities as well. This is very common on any map (scenarios too) e.g. a tree surrounded by other trees. I think it's an AI problem, not an rmgen problem, but just wanted to say it here.
It seams like areas surrounded by cliffs are somehow common in random maps though I think they are very unlikely in reality. besides: Unreachable areas should not contain any entity that can be gathered from.
Many rms don't grand enough space to the player's bases. There's a section "Design Tips and Conventions" at
http://trac.wildfire...m_Map_Generator. It would be good that experienced rms programmers would add ideas here (or directly at the wiki) that would further enhance general rms design.
I'm thinking of adding a function to load scenario maps into an rms. That way one could use a scenario but still could choose the civilization free. The other option would be nice as well: Exporting a random map script and save it as a scenario. This can be done in atlas already but I think it would be nice to have as an rmgen function as well. The problem is that I don't know a way to define the payers civs in an rms.
I would like to have support for a heightmap/erosion given by an image like myconid suggested here:
http://www.wildfireg...howtopic=16233. That would increase the realism of random maps much!
Is there a method to determine if a player chose "random" civ?
Those are mainly some thought. I will be gone for the next 3 weeks so I will get to it afterwards.
If any other changes to rmgen is needed plz let us know. I am desperate to add new stuff after my brain was useless for about 2 weeks since I was ill ^^.
P.S.: I will do some of the above but if anyone is willing to support me with adding triggers that would be even higher priority to me. The result of that would be extraordinary! I tried to make that clear here:
http://trac.wildfire...1449#comment:20 (skip untill "The perfect world")
and here:
http://www.wildfireg...showtopic=16096
EDIT: After I was told again that it was thought about triggers and definitely pushed to part II I'll try to shut up
Edited by FeXoR, 12 July 2012 - 09:20 AM.