Ultimate Random Maps 1.4.0 for BfW 1.15/1.16

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

Moderator: Forum Moderators

User avatar
Atreides
Posts: 392
Joined: March 30th, 2019, 10:38 pm
Location: A Nude Land

Re: Ultimate Random Maps 1.3.2 for BfW 1.13/1.14

Post by Atreides »

It's probably a problem in the mainline desert map because it has rather a lot of water too!
--
Lonely Era Merry Christmas Campaign Red MP Maps Everfell Age of Trials
“Well, spam, egg, sausage, and spam – that’s not got much spam in it.”
SigurdFireDragon
Developer
Posts: 525
Joined: January 12th, 2011, 2:18 am
Location: Pennsylvania, USA

Ultimate Random Maps 1.4.0 for BfW 1.15/1.16

Post by SigurdFireDragon »

Ultimate Random Maps 1.4.0 is now available on the Wesnoth 1.16.x add-on server for BfW 1.15.14 and up!

Changes:
13 of the 20 maps have received significant updates!
Barren, Cave, Citadel, Desert, Flood, Island, Jungle, Lava, Marsh, River, Vale, Volcano, & Winter

Such as:
Addition of mushroom grove on several maps
Addition of coral reef on all maps using shallow water
Expanded variety of forests used.
Increased terrain variety
More embellishment variety

Gameplay Note! - All windmill embellishments have been removed from the map pack. Anytime you now see a windmill in these maps, it is a village!

In addition:
Added some of the new 1.16 terrains.
Replaced deprecated lua & terrains.
Added undef of all mapgen-utils.cfg macros to avoid coflicts with other add-ons
Added macros for keys/attributes appearing before the {HEIGHT} macros - all generator code is now via macros

@Kwandulin
Kwandulin wrote: July 13th, 2020, 7:02 am ...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.
Did implement a version of what you suggested with the maps listed above. I'll get to some of the others at a later date.

@Atreides
Atreides wrote: April 5th, 2021, 1:07 am Alas I think the desert map has a problem. When I look at them about half the map is lake! Other maps also seem rather too watery.
Aside from adding river fords to several maps, ended up not doing much with the water. If I lowered it, there'd be too little overal, and if it's increased, it ends up having a lot like Marsh does.
So for most maps I left it at the levels that are in the mainline random map. It's such that it'll range between sometimes having a little or having a lot.
Co-Author of Winds of Fate
My Add-ons: Random Campaign, Custom Campaign, Ultimate Random Maps, Era of Legends, Gui Debug Tools
Erfworld: The comic that lead me to find Wesnoth.
vghetto
Posts: 546
Joined: November 2nd, 2019, 5:12 pm

Re: Ultimate Random Maps 1.4.0 for BfW 1.15/1.16

Post by vghetto »

Thank you for the upload!

I'm a big fan of this add-on. The generation techniques for River and Volcano are brilliant.
Not a fan of fracture though. :/

I use this in my mod. It supports 1.14 and 1.16. Will there be an update for the 1.14 version?

I'm asking because I need to know how to deal with the cleanup. Currently I think I'll do this.

Code: Select all

#ifver WESNOTH_VERSION >= 1.15.0
{~add-ons/Ultimate_Random_Maps/cleanup/}
#endif
SigurdFireDragon
Developer
Posts: 525
Joined: January 12th, 2011, 2:18 am
Location: Pennsylvania, USA

Re: Ultimate Random Maps 1.4.0 for BfW 1.15/1.16

Post by SigurdFireDragon »

@vghetto Thanks

Not a fan of Fracture myself :D

No update for the 1.14 version, it's done.
Co-Author of Winds of Fate
My Add-ons: Random Campaign, Custom Campaign, Ultimate Random Maps, Era of Legends, Gui Debug Tools
Erfworld: The comic that lead me to find Wesnoth.
Post Reply