December 10th, 2013, 05:29
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Terrain scrambling sounds very useful. I would like to be able to mildly scramble selected terrain in addition to being able to completely shuffle it. There's also some difference whether you consider forests and other things attached to their tiles or shuffle them separately, so maybe it would be nice to have that as an option. Oh, and there's also a difference, if you only do some mild scrambling, between preferring to swap tiles that are close to each other vs not caring about displacement within the selected area.
Another tool that some people might find useful would be automatic fixing of FP and oasis presence to default behavior: no oasis on non-desert, no FP on non-desert and on non-river, no non-FP on desert river. No forest on water or desert? I'm not sure where to stop. But rogue FPs and oases do seem to come up occasionally and prompt complaints.
December 10th, 2013, 06:26
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Is there a way to take a map, and then randomly replace forests, resources, and start locations (potentially changing the amount of start locations needed)?
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December 10th, 2013, 06:31
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(December 10th, 2013, 06:26)Krill Wrote: Is there a way to take a map, and then randomly replace forests, resources, and start locations (potentially changing the amount of start locations needed)?
What do "random" and "replace" mean here?
December 10th, 2013, 06:35
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ie for the entire map, remove every forest, and then put the same number of forests down on new tiles. Same for resources.
Current games (All): RtR: PB80 Civ 6: PBEM23
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December 10th, 2013, 06:48
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That explains "replace". Random could mean, put everything on a random tile. Or put anything on a random tile it's normally allowed to be on. Or spread them out evenly. Or put the forests in climate zones.
In any case I guess, the answer to your question is it could be done, but it doesn't currently exist in code.
December 10th, 2013, 07:08
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To use an example:
Remove all the forests, # = X. Place new forests # = X, on tiles that can legally be forested according to in game rules (ie not on peaks, coast, ocean, ice, desert), tiles chosen by RNG (or phases of the moon). Same logic for resources (realistically in the same way that resources are placed in Torusworld).
Hell TBH I'd want to just rip off most of the Torusworld concepts.
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December 10th, 2013, 15:31
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I'm not a very experienced mapmaker, but I'm very experienced at making feature requests.
Maybe in addition to the scrambling you could have functions to make the selected area more/less forested, more/less ragged, drier/wetter, more/less food rich, etc. In combination with your balance checker, this could be pretty neat. Also, I forget, but if you don't have it already, maybe a function to suggest starting positions?
Maybe also a continent builder; click and hold to create a continent that keeps growing into a random shape until you release the button. And if you add all of this, you probably want undo/redo functionality, too.
If you know what I mean.
December 10th, 2013, 15:48
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(July 23rd, 2012, 23:31)novice Wrote: Yeah I'll probably release the code after my vacation.
Have I missed this? Or was it not released?
December 10th, 2013, 15:54
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I haven't released it.
I have to run.
December 10th, 2013, 17:20
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Copy/paste a selected area.
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