DjWarmonger
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927dfa5565
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Added correct connections for Subterranean Gates
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2015-06-04 09:02:56 +02:00 |
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DjWarmonger
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63d6cf168f
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- Solved problems with sealed-off objects for once and all.
- Refactoring
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2015-06-03 21:57:22 +02:00 |
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DjWarmonger
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e21b2d9cbd
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Attempt to use A* algorithm for required objects.
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2015-06-02 20:29:37 +02:00 |
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DjWarmonger
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a68b58d969
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- Use straight paths for some connections
- More fixes for template schema
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2015-06-02 16:40:32 +02:00 |
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DjWarmonger
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8b1641d498
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Generate main towns for zones with no player present.
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2015-06-02 09:30:56 +02:00 |
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DjWarmonger
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6d502ef1a1
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Implemented A* algorithm to draw shortest roads - but not correct roads yet.
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2015-05-25 16:37:57 +02:00 |
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AlexVinS
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27c46c83d6
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describe roads placement in log
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2015-04-03 05:50:02 +03:00 |
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AlexVinS
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76193c4c5c
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More experiments WIP.
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2015-04-03 05:47:22 +03:00 |
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AlexVinS
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eb60d9737f
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more sensible road placement
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2015-04-03 05:47:20 +03:00 |
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AlexVinS
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4c4ad480c5
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added experimental usage of roads
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2015-04-03 05:47:01 +03:00 |
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DjWarmonger
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a0f534146c
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Fixed underground Lava terrain.
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2015-03-28 22:03:38 +01:00 |
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DjWarmonger
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9453250e0f
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Spawn quest arts in nearby zones.
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2015-03-01 10:20:49 +01:00 |
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DjWarmonger
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0acae7a708
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Additional adjustment of zone positions to ensure balanced zone sizes.
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2015-01-16 19:28:27 +01:00 |
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DjWarmonger
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b7386250e9
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Fixed fractalized paths inside zones.
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2015-01-16 09:40:11 +01:00 |
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DjWarmonger
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5fbd856a4c
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New rule for placement of unguarded treasures
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2014-12-26 16:17:39 +01:00 |
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DjWarmonger
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fee2184996
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Wood & ore mines will be placed close to zone center.
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2014-12-20 22:13:10 +01:00 |
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DjWarmonger
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3886a19771
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More balanced treasure pile distribution.
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2014-12-20 14:01:48 +01:00 |
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DjWarmonger
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ce83db0f43
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- Option to configure monster types spawning in a zone
- 25% chance to get neutral faction in zone with no town
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2014-10-30 13:03:53 +01:00 |
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DjWarmonger
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f3d7c658f0
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Ensure distance between treasure piles.
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2014-09-22 14:18:01 +02:00 |
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DjWarmonger
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0f4608ae01
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Nicer treasure piles.
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2014-09-22 13:36:55 +02:00 |
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DjWarmonger
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dc03a251f6
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- Fixed treasure generating formula It should be now identical to OH3.
- Refactorings, tweaks.
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2014-07-29 15:58:54 +02:00 |
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DjWarmonger
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a9ddeb665b
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Place large obstacles first.
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2014-07-25 17:55:48 +02:00 |
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DjWarmonger
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67d8a24f0b
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Experiments with object distance.
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2014-07-25 17:10:16 +02:00 |
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DjWarmonger
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1dd88d394f
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All required objects will now constitute main paths of zone (again), which should improve their shape.
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2014-07-25 16:26:50 +02:00 |
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DjWarmonger
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156e19cdf6
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Various optimizations based on RMG profiling.
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2014-07-24 19:16:49 +02:00 |
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DjWarmonger
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0763b9a758
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- Implemented object per zone limit
- Various tweaks for Travis & repo
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2014-07-15 22:33:51 +02:00 |
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DjWarmonger
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be8c9c8378
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Correct strength of zone guards. Logs for guard strength.
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2014-07-15 14:38:05 +02:00 |
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DjWarmonger
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966873181f
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Do not let monsters or treasures spawn near already placed monsters.
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2014-07-09 22:09:06 +02:00 |
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DjWarmonger
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927e16d9f5
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Almost correct placement of all objects.
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2014-07-09 11:38:16 +02:00 |
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DjWarmonger
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2a8ae6310e
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Better object placement and accessibility.
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2014-07-09 09:22:50 +02:00 |
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DjWarmonger
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22d26db694
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Correct placement of non-overlapping objects.
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2014-07-08 20:13:51 +02:00 |
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DjWarmonger
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866cd6f540
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Allow underground zones to connect more easily. Regression: Obstacles spawn at zone boundaries.
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2014-07-07 18:01:15 +02:00 |
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DjWarmonger
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ab748ae221
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Somewhat better gate placement, attempt to add rocky tiles to underground zones.
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2014-07-03 23:11:24 +02:00 |
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DjWarmonger
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d118fbffe8
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Correct placement of subterranean gates.
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2014-07-03 17:24:28 +02:00 |
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DjWarmonger
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60a5c764b8
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Correct zone placement & sizing for underground maps.
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2014-07-03 12:28:51 +02:00 |
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DjWarmonger
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920f56969b
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Create random obstacles that match terrain.
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2014-06-28 09:46:32 +02:00 |
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DjWarmonger
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f84e25fa78
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Somewhat better algorithm for paths, helps balance object distribution.
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2014-06-18 09:57:36 +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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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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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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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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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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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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