Hide random map when shroud is on

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bkhl
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Hide random map when shroud is on

Post by bkhl »

Me and my homies likes to play with shroud and fog of war turned on, with random maps.

Now we do this by covering up the part of the host's screen with the map before generating the map.

I think it would be natural for the map to be hidden when shroud is on, though. (And regenerated, if a generated map is already showing when shroud is selected.)
Neoriceisgood
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Post by Neoriceisgood »

Problem is you won't see if you made an unbalanced map, or if the castles are somewhere surrounded by deep water (I've seen this happen once)
bkhl
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Post by bkhl »

Make it a separate option, then.

Anyway, I don't think it'll be more unbalanced than how it gets if only one of the players know the outline of the map...
Dacyn
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Post by Dacyn »

Neoriceisgood wrote:Problem is you won't see if you made an unbalanced map, or if the castles are somewhere surrounded by deep water (I've seen this happen once)
Doesn't that mean we should fix the map generator so it only generates fair maps?
bkhl
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Post by bkhl »

Dacyn wrote: Doesn't that mean we should fix the map generator so it only generates fair maps?
Heh, yeah, that too. But in the mean time, I actually find most generated maps fair enough, especially if you play 2v2 or so.
Dave
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Post by Dave »

The eventual plan is to have it that if 'shroud' is ticked, the map preview won't be displayed.
Dacyn wrote:
Neoriceisgood wrote:Problem is you won't see if you made an unbalanced map, or if the castles are somewhere surrounded by deep water (I've seen this happen once)
Doesn't that mean we should fix the map generator so it only generates fair maps?
This is very difficult to do without making the maps symmetrical or near symmetrical (and thus boring). I haven't seen a game which can generate nice and fair maps.

David
“At Gambling, the deadly sin is to mistake bad play for bad luck.” -- Ian Fleming
Dacyn
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Post by Dacyn »

Dave wrote:This is very difficult to do without making the maps symmetrical or near symmetrical (and thus boring). I haven't seen a game which can generate nice and fair maps.
well I think you would be able to be sure that none of the players are surrounded by deep water, and I'm not sure a human looking at the map could do much better than that anyway.
bkhl
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Post by bkhl »

Dave wrote:This is very difficult to do without making the maps symmetrical or near symmetrical (and thus boring). I haven't seen a game which can generate nice and fair maps.

David
Making the maps symmetrical wouldn't necessarily work for Wesnoth, either, since different races behave differently in the same terrain.
Neoriceisgood
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Post by Neoriceisgood »

The forest of fear is pretty balanced, although elves have slight advantages with certain starting positions (though they lack flying units wich would make the undead,drakes and dwarves better on it; not sure if it's balanced for loyalists though.)
Dave
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Post by Dave »

bkhl wrote:
Dave wrote:This is very difficult to do without making the maps symmetrical or near symmetrical (and thus boring). I haven't seen a game which can generate nice and fair maps.

David
Making the maps symmetrical wouldn't necessarily work for Wesnoth, either, since different races behave differently in the same terrain.
Sure, but we are completely kidding ourselves to think that we can make maps 'balanced' taking races into consideration as well.

David
“At Gambling, the deadly sin is to mistake bad play for bad luck.” -- Ian Fleming
Dacyn
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Post by Dacyn »

Neoriceisgood wrote:The forest of fear is pretty balanced, although elves have slight advantages with certain starting positions (though they lack flying units wich would make the undead,drakes and dwarves better on it; not sure if it's balanced for loyalists though.)
bkhl wrote:wouldn't necessarily
It's possible to make a balanced symmetrical map, but not all randomly generated symmetrical maps will be balanced.
bkhl
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Post by bkhl »

By the way: How cheat safe would shroud be on public servers?

Is the map actually generated on the server, for instance, and are the miniature map, or the uncharted parts of the full map, sent out to clients?
Dacyn
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Post by Dacyn »

bkhl wrote:the uncharted parts of the full map, sent out to clients?
This one.
bkhl
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Post by bkhl »

Ok. Then I guess it doesn't much matter where the map is generated, either.
Dave
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Post by Dave »

Wesnoth was originally designed as a single player game. The server is very dumb.

Having a dumb server has many disadvantages, but otoh it has advantages, among which is the easier development.

David
“At Gambling, the deadly sin is to mistake bad play for bad luck.” -- Ian Fleming
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