So, discussed with Seven what the problem with the map script is, and it turns out that the waterways setting produces different types of lakes and seas than is normal on the Mirrorland map script, which was the basis for Torusworld. Wish I'd known that at the start, but oh well. The more interesting point is that Seven said the map script is actually intended to be a base for a map maker to then go and edit, rather than a standalone method of generated a balanced but random map, which wasn't my understanding at all.
So yeah, Brick, no worries about the map, you are right that a totally random map is what we asked for, and it was my misunderstanding on just how balanced the waterways setting actually is that lead to this happening. At least we know now that we still need map makers, so Commodore isn't out of a job
Seven is currently thinking baout ways to solve the problem of players having significantly less land ot expand into due to the extra seas. I have a couple of ideas, but I know that they are probably all worthless due to code necessities (like not taking 2 years to generate a single map).
Still, I wish Ceil hadn't decided to spoil the previous map
So yeah, Brick, no worries about the map, you are right that a totally random map is what we asked for, and it was my misunderstanding on just how balanced the waterways setting actually is that lead to this happening. At least we know now that we still need map makers, so Commodore isn't out of a job

Still, I wish Ceil hadn't decided to spoil the previous map
