Choicerer's Map Randomizer

Discussion of all aspects of multiplayer development: unit balancing, map development, server development, and so forth.

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ghype
Posts: 1069
Joined: December 13th, 2016, 4:43 pm
Location: Berlin, Germany

Re: Choicerer's Map Randomizer

Post by ghype »

ah no worries. the save ain't good anyway.
your mod makes wc II look fantastic but its not worth since there are two engines conflicting.

wc II might be looking good without mods too.
so yeah no worries about that save
Choicerer
Posts: 238
Joined: April 29th, 2017, 11:37 pm

Re: Choicerer's Map Randomizer

Post by Choicerer »

2.5 - The entire add-on has been rewritten in Lua. Changed a number of designs, including the terrain selection mechanism.
This has greatly improved performance and removed the flaw in the code that caused the map to gradually lose its balance
with keep tiles under units on. Also, now any given map will have its terrain type pool calculated based on the number of tiles
and terrain type chances, amounts of terrains that have been chosen to be kept and this pool will always stay the same given the same settings.
This ensures absolute balance.

I've updated the screens.
Choicerer
Posts: 238
Joined: April 29th, 2017, 11:37 pm

Re: Choicerer's Map Randomizer

Post by Choicerer »

2.5c fixes the mod being unplayable in multiplayer due to oos.
Fixes the option Randomise on human players' turns only.
Choicerer
Posts: 238
Joined: April 29th, 2017, 11:37 pm

Re: Choicerer's Map Randomizer

Post by Choicerer »

2.5d fixes the mod breaking on game reload. Decreases default flatlands amount back by 5%.
Choicerer
Posts: 238
Joined: April 29th, 2017, 11:37 pm

Re: Choicerer's Map Randomizer

Post by Choicerer »

2.5e fixes the mod being unplayable in MP again due to OOS. Fixes the default custom values for the reverted terrain chances being wrong.
Choicerer
Posts: 238
Joined: April 29th, 2017, 11:37 pm

Re: Choicerer's Map Randomizer

Post by Choicerer »

2.6 -
Fixed the mod breaking on some maps with certain settings due to not enough iterations of cmr_achieve_target_amount_of_items firing. Fixed change appearance only not working. Fixed a label display bug that had happened 1 turn before randomisation if the side turn for the randomisation had been 1.
Removed the castle overlay tab from the info menu (not supported at the moment), added info about custom terrain percentages.
Refactored (wrapped) the table converter functions.
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