Random Default Map (REMOVED)
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Re: Random Default Map: Merged map updates (0.8.1)
People asked me how to choose the contained UMC maps directly. There are two ways:
1. search the forum/add-ons server for the author's map packs;
2. change line 16 of 'RandomDefaultMap/macros/rdm.cfg' from 'allow_new_game=no' to 'allow_new_game=yes' (or just remove the line, as 'yes' should be the default). You can now select the UMC maps as usual, but make sure to *uncheck* 'use map settings'.
1. search the forum/add-ons server for the author's map packs;
2. change line 16 of 'RandomDefaultMap/macros/rdm.cfg' from 'allow_new_game=no' to 'allow_new_game=yes' (or just remove the line, as 'yes' should be the default). You can now select the UMC maps as usual, but make sure to *uncheck* 'use map settings'.
Re: Random Default Map: Merged map updates (0.8.2)
Now here is less symmetric version(and other minor change also) .
I know some question asked frequently(especially problem of center isle),
so I'll make explanation file(how to play with each faction) if needed.
I know some question asked frequently(especially problem of center isle),
so I'll make explanation file(how to play with each faction) if needed.
- Attachments
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2p_Remote_Isle.map
- (11.73 KiB) Downloaded 312 times
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- Posts: 2
- Joined: May 19th, 2009, 4:37 am
Re: Random Default Map: Merged map updates (0.8.2)
I put my modified map here.Without any opinions,please replace the old map and this map.
Modified points
1. 16,1&8,21 impassable mountain-->flat
If some scout take 16,3&8,19 village soon,it is easy that you hold his scout by your 2 units.
2. 4,13&20,9 hill-->flat
2,13&22,9 flat -->forested hills
21,10 village-->21,9 village
From some players in test 1v1,I received criticism that it is hard for elf&dwarf to keep and attack 3,14&21,10's village.
Modified points
1. 16,1&8,21 impassable mountain-->flat
If some scout take 16,3&8,19 village soon,it is easy that you hold his scout by your 2 units.
2. 4,13&20,9 hill-->flat
2,13&22,9 flat -->forested hills
21,10 village-->21,9 village
From some players in test 1v1,I received criticism that it is hard for elf&dwarf to keep and attack 3,14&21,10's village.
- Attachments
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2p - Unfolding Space.map
- (7.86 KiB) Downloaded 347 times
Re: Random Default Map: Merged map updates (0.8.4)
Yogibear appearantly fixed the missing timer issues in 1.7: http://gna.org/bugs/?14241 - thanks a lot, yogi *off to check*
Re: Random Default Map: Merged map updates (0.8.4)
I would be very pleased to see my map added to the pack in the 'extra' section; thanks for reminding me grrr 
Edit: I just realized now that my map could look similar to hagbart's. Of course, they are not related in any way (i didn't even know about its existance actually). Still, if you think it could be a clone, feel free not to include it.

Edit: I just realized now that my map could look similar to hagbart's. Of course, they are not related in any way (i didn't even know about its existance actually). Still, if you think it could be a clone, feel free not to include it.
Re: Random Default Map: Merged map updates (0.8.4)
0.9 Merged updates from Map Updates add-on
- mystic x the unknown
- Posts: 88
- Joined: October 15th, 2005, 3:46 pm
Re: Random Default Map: Merged map updates (0.9)
a little bug: on development version statues are not stoned. grrr said he'll look into it.
you are not gonna make it
Re: Random Default Map: Merged map updates (0.9)
There seems to be an error with this scenario when including computer players. Every time I select a computer player to fill a slot, it always ends up with a level 0 human peasant as the leader, and it never recruits any units.
Re: Random Default Map: Merged map updates (0.9)
Yeah, only human-controlled sides work correctly with the save_id feature of Multiplayer Campaigns. Feel free to file a bug at gna.org =)Thalioden wrote:There seems to be an error with this scenario when including computer players. Every time I select a computer player to fill a slot, it always ends up with a level 0 human peasant as the leader, and it never recruits any units.
/me goes back into hibernation, wake him up when 1.8 is out.
Re: Random Default Map: Merged map updates (0.9)
if the bug is 1.6 only, it's probably not worth opening, since we don't plan to update 1.6 anymore
Fight key loggers: write some perl using vim
- Pentarctagon
- Project Manager
- Posts: 5730
- Joined: March 22nd, 2009, 10:50 pm
- Location: Earth (occasionally)
Re: Random Default Map: Merged map updates (0.9)
this occurs in 1.7.10 as well. also interesting, the ai side's recruit list is cleared, but it will be able to recruit any units that are created and put on its side in debug mode.
99 little bugs in the code, 99 little bugs
take one down, patch it around
-2,147,483,648 little bugs in the code
take one down, patch it around
-2,147,483,648 little bugs in the code
Re: Random Default Map: Merged map updates (0.9)
I updated the add-on for 1.8 - sadly, it's still broken but perhaps one of you can hlp me here:
With Nat's help we were able to fix the leader problem, only that now, the host player gets to controll both sides (yes, I accidently discovered oos-free coop play - several players can share one side now). when I (the host) replace the player with an obs then everything ssems fine on the next turn.
5his only happened after I got Nat's recall list hack to work it might be something stupid and simple on how I recall the leaders. If anyone could take a look (the magic happens in macros/rdm.cfg) ...
With Nat's help we were able to fix the leader problem, only that now, the host player gets to controll both sides (yes, I accidently discovered oos-free coop play - several players can share one side now). when I (the host) replace the player with an obs then everything ssems fine on the next turn.
5his only happened after I got Nat's recall list hack to work it might be something stupid and simple on how I recall the leaders. If anyone could take a look (the magic happens in macros/rdm.cfg) ...
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- Posts: 41
- Joined: November 5th, 2009, 12:34 pm
Re: Random Default Map: Merged map updates (0.9)
Hey grrr,
I had a look at your add-on:
1) recall list hack is not needed. If you go back to your version 0.9 and just comment the line "type=Peasant" in rdm.cfg line 162, you just get the leaders auto recalled
2) the fact that p1 gets control of both looks like a bug to me, I cannot figure out any other explanation. It has nothing to do with the way you recall since the way I just mentioned produces exactly the same behavior.
Sorry I couldn't help more
Cheers
I had a look at your add-on:
1) recall list hack is not needed. If you go back to your version 0.9 and just comment the line "type=Peasant" in rdm.cfg line 162, you just get the leaders auto recalled
2) the fact that p1 gets control of both looks like a bug to me, I cannot figure out any other explanation. It has nothing to do with the way you recall since the way I just mentioned produces exactly the same behavior.
Sorry I couldn't help more
Cheers
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- Posts: 41
- Joined: November 5th, 2009, 12:34 pm
Re: Random Default Map: Merged map updates (0.9)
There is hope !
I wanted to lodge a bug report, so I tried to reproduce the control bug with the simplest .cfg possible. Doing so I ended up with a _main.cfg that implements 2p - Hamlet with random starting positions. It is directly inspired from your addon, and it works ! Why does it and why your addon doesn't is still a mistery to me, but by comparing them carefully we should be able to work out what the problem is.
Oh, and this version seems to work with AI players as well.
Hope that helps
cheers
I wanted to lodge a bug report, so I tried to reproduce the control bug with the simplest .cfg possible. Doing so I ended up with a _main.cfg that implements 2p - Hamlet with random starting positions. It is directly inspired from your addon, and it works ! Why does it and why your addon doesn't is still a mistery to me, but by comparing them carefully we should be able to work out what the problem is.
Oh, and this version seems to work with AI players as well.
code
cheers
Re: Random Default Map: Merged map updates (0.9)
Thanks for creating this testcase, I will look at it.
EDIT: Was able to solve it.
EDIT: Was able to solve it.