Ultimate Random Maps 1.3.2 for BfW 1.13/1.14

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SigurdFireDragon
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Re: Sigurd's Random Maps 0.8.5 for BfW 1.10

Post by SigurdFireDragon »

francophone wrote:
SigurdFireDragon wrote:Mountains (and the caves under them in Dwarven Territory)
Like my "grottos" random map ?
I'm not sure what you mean by "grottos" map. I don't think I've seen it. Is it what you were refering to when you said
francophone wrote: I also have an other cave map on an older version (not yet changed the terrain names). This is a map with many mountains, some impassable and dug caves and sinkholes.
?
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francophone
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Re: Sigurd's Random Maps 0.8.5 for BfW 1.10

Post by francophone »

Look at http://forums.wesnoth.org/viewtopic.php?f=15&t=36872
The concept of my grottos is close to that of your mountains. namely that it is a mix map, interior and exterior. But they are very different.
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SigurdFireDragon
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Re: Sigurd's Random Maps 1.0.0 for BfW 1.10

Post by SigurdFireDragon »

Version 1.0.0 is up :D

New map: Fracture - Time is broken here, with each hex having its own fixed time.
A new, experimental concept. The ai is horrible at playing it.

This concludes development for the 1.10 branch.

Thanks to the dev team for Wesnoth 1.10.
Special thanks to the artists for all the awesome new terrains in 1.10.

Any support questions or bug reports for the 1.10 branch version are welcome.

A new thread for 1.11/1.12 version and a link to it will be posted once development commences.

EDIT: Here is the 1.11/1.12 version: Ultimate Random Maps
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Ultimate Random Maps 1.1.0 for BfW 1.11/12

Post by SigurdFireDragon »

Ultimate Random Maps - Version 1.1.0 for Wesnoth 1.11/12 series.

Was formerly know as Sigurd's Random Maps[/url] in the BfW 1.10 series

A map pack with 20 types of randomly generated maps, intended to cover a a wide variety of situations.

Originally created with 11 maps to fill a need for random maps in Random Campaign, the pack has since expanded to represent as many situations as possible. A few of those situations won’t make much sense / be drudgery when used with the default era, and are best used with other eras, (ie, Archipelago makes for an interesting map when used with GambCiv; Ocean is best used with Water Creatures and Flyers, which can be set up in Custom Campaign.)

The maps are:
Archipelago - A group of islands to fight on, the trick is to get from one to another.
Barren - Desolate orc territory with dead land, muddy bogs and more hills than usual.
Cave - With an underground schedule.
Citadel - With a custom schedule with constant lawful bonus, intended as a counterbalance to Cave.
Desert - Desert is the primary terrain. Based on manline Random map (Desert), with a few changes..
Flood – Fight in a flooded valley.
Forest – Fight on elven territory.
Fracture - Time is broken here, with each hex having its own fixed time.
Frozen - A bitter cold land where there is snow and ice as far as the eye can see.
Island - Similar to Vale, but in an island shape and with some mountain villages more likely.
Jungle - Tropical scenery, with forests primary.
Lava – The lava and the light from the surface illuminate this cave as if it was twilight.
Marsh - Swamp is the primary terrain. Based on mainline Random map (Marsh), with a few changes.
Mountains - Explore the dwarven realms of mountains and the caves underneath in this rugged map.
Ocean – Merfolk, Nagas, Flyers, and Sea Creatures have the advantage on this watery map.
River - A giant river flows through the middle of the map, and must be crossed without the aid of bridges or fords.
Vale - Like mainline Random Map, but with a few changes.
Volcano - A giant volcano is at the center of this bleak looking map, most of the time has lava rivers.
Wastes - Sand is everywhere in this extremely harsh environment.
Winter - Snow is the primary terrain. Based on mainline Random map (Winter), with a few changes.
Last edited by SigurdFireDragon on April 4th, 2014, 4:01 pm, edited 4 times in total.
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Re: Ultimate Random Maps 1.1.0 for BfW 1.11

Post by SigurdFireDragon »

Version 1.1.0 is up.

Name change from Sigurd’s Random Maps to Ultimate Random Maps
Map updates:
r19364
URM: Mountains - Make castles have {INDOOR} time.
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r19363
URM: Volcano - Add Dead Great Tree as an embellishment.
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r19362
URM: Ocean - Replace Tropical Forest with Dense Palm Trees.
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r19361
URM: Jungle - Replace Tropical Forest with Rain Forest. Replace Savanna Grassland with Green Grassland. Comment Change.
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r19360
URM: Desert - Replace Tropical Forest with Savanna Forest.
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r19359
URM: Barren - Add a few Dead Great Trees as embellishments.
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r19358
URM: Citadel - Change Basic Stone Bridge to Chasm Stone Bridge for Chasms.
---------------------
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Re: Ultimate Random Maps 1.2.0 for BfW 1.11

Post by SigurdFireDragon »

Version 1.2.0 is up

Barring any missed bugs, this is intended to be the final version for Wesnoth 1.11 / 1.12

Only minor changes from version 1.1.0.
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Re: Ultimate Random Maps 1.2.1 for BfW 1.11/12

Post by SigurdFireDragon »

Version 1.2.1 is up.

Bugfix:
Updated time schedule image paths to account for change in mainline.
This fixes schedule images for times on Citadel, Fracture, and Lava.
Also minor cleanup.

Complete changelist:
Spoiler:
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Re: Ultimate Random Maps 1.2.2 for BfW 1.11/12

Post by SigurdFireDragon »

Version 1.2.2 is up for BfW 1.11/1.12

Changes:
Code simplification to reduce number of translatable stings. There should now only be 40 translatable strings.
Map - Citadel now uses a core macro for it's time instead of custom time.
Map - Fracture now uses core macros for it's time areas instead of custom ones.
Change to Version:/Author: in description to better match convention.
Removal of unneeded code.
No gameplay changes.

Commit Log:
Spoiler:
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Ultimate Random Maps 1.3.0 for BfW 1.13

Post by SigurdFireDragon »

Version 1.3.0 is up for BfW 1.13.5

Map Changes:
Archipelago:
• Add river fords, and villages for them
• Add some merman villages
Desert:
• Add new desert mountains
Ocean:
• Added whirlpools
Wastes:
• Use new ruined adobe villages & new desert mountains.
• Stone embellishments added. Volcano embellishments removed.
• Increased chance of mountain villages
Some map descriptions changed
Code adjustments for 1.13
Minor code cleanup
Spelling & grammer fixes
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Re: Ultimate Random Maps 1.3.1 for BfW 1.13

Post by SigurdFireDragon »

Version 1.3.1 is up for BfW 1.13.7

Map Changes:
Ocean - Added the new aquatic castles
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Re: Ultimate Random Maps 1.3.2 for BfW 1.13/1.14

Post by SigurdFireDragon »

Version 1.3.2 is up for BfW 1.13.12

Changes:
Change macro name to avoid collision with a mainline macro
Volcano: Use new Ruined Encampment terrain
Citadel: Add oak tree images
Frozen: Add snowbits
Winter: Add icepack & snowbits
Lava: Use troll encampments
Vale: Fix time area terrain code to match what is used in generator
Mountains: Use natural cave wall instead of hewn/mine wall
Citadel: Use clean stone walls
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Kwandulin
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Re: Ultimate Random Maps 1.3.2 for BfW 1.13/1.14

Post by Kwandulin »

The random maps are incredibly nice and certainly are both a great tool for map creation and a for replayability for BfW. The core game could profit a lot from these. Are there plans to include them into the main game?

Since we have quite a lot of terrains nowadays, it might be a cool idea to have more combinations of terrains, so the change of the vegetation in the altitude levels can be better reflected. If we take a look at the reworked mainline campaigns, we also have a high number of different combinations in the maps and a higher number of embellishments.
In the Winter.cfg, there could be a change like: High Mountains -> Mountains -> Snowy Hills -> Snowy Hills with snowy pine trees -> snowy hills with pine trees -> hills with pine trees -> hills with a mixed forest -> mixed forest -> mixed forest on light grass -> light grass . I've tested it with Winter.cfg and I think the maps look a lot more natural than before (altough I didnt quite get the right sequence yet). I've also increased the number of embellishments.
Maybe we could have something like this for the other ultimate random maps, too?
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altitude.png
Winter.cfg
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Re: Ultimate Random Maps 1.3.2 for BfW 1.13/1.14

Post by SigurdFireDragon »

Thanks for the comments.
I have no plans currently to get any of the maps into the main game.
Kwandulin wrote:
July 13th, 2020, 7:02 am
Since we have quite a lot of terrains nowadays, it might be a cool idea to have more combinations of terrains, so the change of the vegetation in the altitude levels can be better reflected. If we take a look at the reworked mainline campaigns, we also have a high number of different combinations in the maps and a higher number of embellishments.
In the Winter.cfg, there could be a change like: High Mountains -> Mountains -> Snowy Hills -> Snowy Hills with snowy pine trees -> snowy hills with pine trees -> hills with pine trees -> hills with a mixed forest -> mixed forest -> mixed forest on light grass -> light grass . I've tested it with Winter.cfg and I think the maps look a lot more natural than before (altough I didnt quite get the right sequence yet). I've also increased the number of embellishments.
Maybe we could have something like this for the other ultimate random maps, too?
I'll take a look at the Winter changes you posted at some point.
It's been a while since I've done anything with URM, and I should have a fresh perspective when I do return to working on it, so similar enhancements for the other maps is a possibility.
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