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