DjWarmonger
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60df94a3f5
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Placing towns according to template.
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2014-06-15 21:23:53 +02:00 |
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DjWarmonger
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8e66b7168a
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Corrected paths & guard for large objects.
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2014-06-15 19:56:58 +02:00 |
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DjWarmonger
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01355a77d8
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Added "monster strength" info to templates.
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2014-06-15 11:08:06 +02:00 |
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DjWarmonger
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890f29fa7e
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Improved guard placement for large objects.
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2014-06-15 09:39:30 +02:00 |
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DjWarmonger
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aa54803c50
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Refactoring, clearing logs.
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2014-06-15 08:48:46 +02:00 |
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DjWarmonger
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79da7b92ce
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Templates now contain info about mines.
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2014-06-14 20:05:19 +02:00 |
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DjWarmonger
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93b44de63c
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Handling "terrain type" and "match terrain to town" options.
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2014-06-14 17:14:59 +02:00 |
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DjWarmonger
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6cbcfbf0a9
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Sealed-off treasure piles will be discarded and filled with obstacles.
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2014-06-13 12:04:17 +02:00 |
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DjWarmonger
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edd46d87c1
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Treasure pile entrance/guard will always be aimed at the center of the zone.
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2014-06-13 08:00:26 +02:00 |
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DjWarmonger
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2c1001f8e0
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Making sure that treasure piles and other objects will always be accessible from the center of zone.
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2014-06-12 21:51:16 +02:00 |
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DjWarmonger
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236b3ec807
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Zones will get random network of passable paths inside them. Treasures will try to fill all remaining fields.
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2014-06-12 21:10:43 +02:00 |
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DjWarmonger
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1a34297c33
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Rearranged treasure pile info.
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2014-06-08 14:35:41 +02:00 |
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DjWarmonger
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c82bfd0f3e
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- Fixed guard generation
- Added Jebus template for comparison
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2014-06-08 08:42:29 +02:00 |
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DjWarmonger
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fed2821a94
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Fixed behaviour with extreme treasure values.
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2014-06-07 22:27:36 +02:00 |
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DjWarmonger
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81a64a8e67
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Templates can now use multiple configurations of treasure piles.
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2014-06-07 15:51:03 +02:00 |
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DjWarmonger
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b3a39f4920
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Misc improvements & tests.
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2014-06-07 14:02:57 +02:00 |
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DjWarmonger
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dd5c94fa1e
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Fixed overlaping of treasure piles.
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2014-06-07 10:47:38 +02:00 |
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DjWarmonger
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b68f16e89e
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Make sure that non-removable objects have their visitable tile accessible.
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2014-06-07 10:13:59 +02:00 |
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DjWarmonger
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743d8dcf9f
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Treasure piles won't be placed at free tiles.
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2014-06-07 09:09:50 +02:00 |
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DjWarmonger
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e4ea6727b7
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Treasure piles should always be accessible.
Boosted treasure value for better overview.
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2014-06-05 21:37:39 +02:00 |
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DjWarmonger
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1746ab8c12
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Added spell scrolls to the mix.
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2014-06-05 20:19:42 +02:00 |
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DjWarmonger
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e54c816c92
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Treasure piles can now cover several tiles.
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2014-06-05 17:19:11 +02:00 |
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DjWarmonger
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c470b9606b
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Obstacles won't be generated around unguarded objects.
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2014-06-04 20:59:01 +02:00 |
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DjWarmonger
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464ffc4afa
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Implemented (hopefully) original treasure randomization algorithm.
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2014-06-04 19:08:04 +02:00 |
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DjWarmonger
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fdb81f4d5c
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Reading treasure values from config.
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2014-06-04 15:16:23 +02:00 |
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DjWarmonger
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62e9f13b08
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- Implemented guard generation formula following this post http://forum.vcmi.eu/viewtopic.php?p=12426&sid=09f5fac8992dc880eb6a720615787ca0#12426
- Some primitive way to randomize treasures
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2014-06-04 10:16:08 +02:00 |
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DjWarmonger
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6221f4ac2c
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- Corrected guard types
- Corrected town positions
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2014-06-03 08:57:20 +02:00 |
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DjWarmonger
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2aa53e9568
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Corrected guard calculation to match OH3.
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2014-06-02 15:38:42 +02:00 |
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DjWarmonger
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7db06e6bd0
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Merge branch 'develop' of https://github.com/vcmi/vcmi into RMG
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2014-06-01 21:53:00 +02:00 |
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DjWarmonger
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37463a3e45
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Zone position will be moved to its center of mass.
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2014-06-01 21:01:18 +02:00 |
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DjWarmonger
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7f31b7dddb
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- Zone guards will now match template settings.
- Added guards for monoliths.
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2014-06-01 16:31:49 +02:00 |
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DjWarmonger
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3c5a65af3d
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- Random monsters will have proper strength.
- Fixed blocking of tiles under objects
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2014-06-01 14:10:44 +02:00 |
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DjWarmonger
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aee748d8d6
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- Added monoliths between remote zones
- Fixed land connections between zones, now they're generated correctly.
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2014-06-01 12:02:43 +02:00 |
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DjWarmonger
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e97933035c
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Randomized connections placement (?)
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2014-06-01 10:15:03 +02:00 |
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AlexVinS
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f212c8221d
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[RMG]Fix gcc build, remove some unused variables
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2014-05-31 16:11:20 +04:00 |
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DjWarmonger
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3c6a1fb715
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Large objects will not spawn at blocked tiles.
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2014-05-31 12:26:59 +02:00 |
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DjWarmonger
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8e8b27087a
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Ground connections between adjacent zones.
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2014-05-31 10:56:14 +02:00 |
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DjWarmonger
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8ab2a8df86
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Zone borders.
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2014-05-30 21:23:41 +02:00 |
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DjWarmonger
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8c24ea0bfb
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Introduced 3-value logic for free, blocked and possibly occupied tiles. Refactoring.
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2014-05-30 16:50:06 +02:00 |
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Ivan Savenko
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1d17d60449
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gcc update:
- removed support for 4.6
- compilation fixes for 4.7
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2014-05-29 13:42:05 +03:00 |
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AlexVinS
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c40c79fa94
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Make gcc happy
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2014-05-25 13:02:15 +04:00 |
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DjWarmonger
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b9de3875d9
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- Attempt to move zones away from map boundaries
- Tweaking algorithm parameters
- Refactorings
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2014-05-24 18:39:58 +02:00 |
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DjWarmonger
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021c6b9af3
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All zones will be painted with terrain. Removed unused code.
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2014-05-24 14:33:22 +02:00 |
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DjWarmonger
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d2fd71d087
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Zone shapes & terrains work nicely.
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2014-05-24 14:06:08 +02:00 |
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DjWarmonger
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27dcf70b1a
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Randomized center positions of zones.
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2014-05-24 12:42:06 +02:00 |
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DjWarmonger
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3a6f748fb5
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Paint native terrain in zones.
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2014-05-23 21:43:33 +02:00 |
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DjWarmonger
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75cea9206d
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- Fixed uninitialized guarding creature positions
- Fix for guard placement
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2014-05-23 19:45:17 +02:00 |
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DjWarmonger
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35d6215b7b
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jfhs patch integration is now complete:
Lots of fixes for object placement.
Fixed blocked paths on generated maps.
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2014-05-23 19:14:33 +02:00 |
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DjWarmonger
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4ea9810831
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First version that works:
- Covered RMG with exceptions
- Fixes for object randomization & placement
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2014-05-23 17:12:31 +02:00 |
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DjWarmonger
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5b0b152aa3
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Trying to restore recent type of mapGenOptions.
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2014-05-23 11:56:51 +02:00 |
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