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phosit

WFG Programming Team
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phosit last won the day on February 19

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  1. I think that the current Egypt(3v3) should be turned, so that the fertile land is in the foreground and the mountains in the back.
  2. Removing an invocation of `pickRandom` doesn't invalidate another. (Worst case is that in DE the AI might not be serializeable.) I tried to bisect it but wasn't successful there are always like 10 units idle.
  3. Sorry for the late reply. Maybe you can find something in this PR. In there are many commits, so bisect should help a lot.
  4. I can't reproduce that. But I noticed that the map isn't revealed after loading.
  5. That's indeed an issue. Thanks for reporting.
  6. That's because it first chooses the placement, without knowing whether the map supports it.
  7. To fix the issue, the map has to somehow expose the restrictions. Those restrictions could then also be read by the random selection algorithm. At least that's how I think of it.
  8. Oh, so you choose random as placement - I understand now. I think it would be a hard to delay the random selection to the mapgen script. One would also have to change replay-summary: there it shouldn't be displayed as "random". The more complete solution is the one stated in the ticket.
  9. I don't know of a remaining issue of persistent map settings. Also the name of a game should be causally unrelated to the placement. I know #8148 which is related especially this link.
  10. I'd say "Must Have"s and "Release Blocker"s should have the next release as milestone. The others should be backlogged.
  11. Did you try a Lambert azimuthal equal-area projection?
  12. You need to import the functions you are using something like import { addAnimals, addBerries, addBluffs, addDecoration, addForests, addHills, addLayeredPatches, addMetal, addStone, addStragglerTrees, createBluffsPassages, markPlayerAvoidanceArea } from "maps/random/rmgen2/gaia.js";
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