Commit History

Author SHA1 Message Date
  DjWarmonger dc03a251f6 - Fixed treasure generating formula It should be now identical to OH3. 11 years ago
  DjWarmonger a9ddeb665b Place large obstacles first. 11 years ago
  DjWarmonger 67d8a24f0b Experiments with object distance. 11 years ago
  DjWarmonger 1dd88d394f All required objects will now constitute main paths of zone (again), which should improve their shape. 11 years ago
  DjWarmonger 156e19cdf6 Various optimizations based on RMG profiling. 11 years ago
  DjWarmonger 0763b9a758 - Implemented object per zone limit 11 years ago
  DjWarmonger be8c9c8378 Correct strength of zone guards. Logs for guard strength. 11 years ago
  DjWarmonger 966873181f Do not let monsters or treasures spawn near already placed monsters. 11 years ago
  DjWarmonger 927e16d9f5 Almost correct placement of all objects. 11 years ago
  DjWarmonger 2a8ae6310e Better object placement and accessibility. 11 years ago
  DjWarmonger 22d26db694 Correct placement of non-overlapping objects. 11 years ago
  DjWarmonger 866cd6f540 Allow underground zones to connect more easily. Regression: Obstacles spawn at zone boundaries. 11 years ago
  DjWarmonger ab748ae221 Somewhat better gate placement, attempt to add rocky tiles to underground zones. 11 years ago
  DjWarmonger d118fbffe8 Correct placement of subterranean gates. 11 years ago
  DjWarmonger 60a5c764b8 Correct zone placement & sizing for underground maps. 11 years ago
  DjWarmonger 920f56969b Create random obstacles that match terrain. 11 years ago
  DjWarmonger f84e25fa78 Somewhat better algorithm for paths, helps balance object distribution. 11 years ago
  DjWarmonger 8e66b7168a Corrected paths & guard for large objects. 11 years ago
  DjWarmonger 01355a77d8 Added "monster strength" info to templates. 11 years ago
  DjWarmonger aa54803c50 Refactoring, clearing logs. 11 years ago
  DjWarmonger 79da7b92ce Templates now contain info about mines. 11 years ago
  DjWarmonger 93b44de63c Handling "terrain type" and "match terrain to town" options. 11 years ago
  DjWarmonger 236b3ec807 Zones will get random network of passable paths inside them. Treasures will try to fill all remaining fields. 11 years ago
  DjWarmonger 1a34297c33 Rearranged treasure pile info. 11 years ago
  DjWarmonger 743d8dcf9f Treasure piles won't be placed at free tiles. 11 years ago
  DjWarmonger c470b9606b Obstacles won't be generated around unguarded objects. 11 years ago
  DjWarmonger 464ffc4afa Implemented (hopefully) original treasure randomization algorithm. 11 years ago
  DjWarmonger fdb81f4d5c Reading treasure values from config. 11 years ago
  DjWarmonger 62e9f13b08 - Implemented guard generation formula following this post http://forum.vcmi.eu/viewtopic.php?p=12426&sid=09f5fac8992dc880eb6a720615787ca0#12426 11 years ago
  DjWarmonger 7db06e6bd0 Merge branch 'develop' of https://github.com/vcmi/vcmi into RMG 11 years ago