real_tabasco_sauce Posted September 16, 2023 Report Share Posted September 16, 2023 (edited) Which migration map generation do you like better? (use the screenshots as reference) Spoiler Spoiler Old migration: 3000 wood instantly as a "Treasure Resource", no trees other than starting trees. Island radius is 1/2 new migration island radius Central continent is larger and skewed off center. Players spawn right next to each other and Islands run together with higher player count. New migration: Small woodlines depending on biome, ~130 ± 15 trees per player. Savannah generations get 1 hunt per island. Island radius is 2x larger than old migration island radius. Central continent is centered and typically smaller. Players spawn either circle grouped or circle alternating, Always with enough space between each other. Edited July 10 by real_tabasco_sauce Quote Link to comment Share on other sites More sharing options...
real_tabasco_sauce Posted September 16, 2023 Author Report Share Posted September 16, 2023 I suppose I should have added the option for "keep both" 1 Quote Link to comment Share on other sites More sharing options...
BreakfastBurrito_007 Posted September 16, 2023 Report Share Posted September 16, 2023 The old migration seemed to have too much focus on naval battles. I think having the island in between teams will allow for more focus on the island. Moving the islands against the edge of the map seems to have increased the width of water passages for better naval gameplay while also increasing the available land for starting islands. I also like adding the woodlines instead of the massive wood treasure, since it results in a more normal game progression. 2 Quote Link to comment Share on other sites More sharing options...
Gurken Khan Posted September 16, 2023 Report Share Posted September 16, 2023 I haven't played the new migration yet, didn't even know there was such a thing. :/ Seems the new version fits my usual play-style better, but I don't really have an opinion. 1 Quote Link to comment Share on other sites More sharing options...
real_tabasco_sauce Posted September 16, 2023 Author Report Share Posted September 16, 2023 (edited) @Gurken KhanI have a patch for it, but I suppose I could add it as a mod here.map_placement.zip This mod also has all the maps from https://code.wildfiregames.com/D4948 and related patches, so if you can test other maps as well that would be great. I know migration works for a26 and a27, but I don't know if the others will work as well. Edited September 16, 2023 by real_tabasco_sauce Quote Link to comment Share on other sites More sharing options...
Gurken Khan Posted September 16, 2023 Report Share Posted September 16, 2023 Certainly I could test maps with A27 RC1. What does this mod actually do? Change placement? Replace the other map versions? Only in regard to placement? And most of them will be in Random maps? What are rmgen1/2? Quote Link to comment Share on other sites More sharing options...
real_tabasco_sauce Posted September 17, 2023 Author Report Share Posted September 17, 2023 Yeah they are all basically giving a bunch of placement options to random maps. rmgen1 and 2 are basically just two different map generation approaches. if you select a random map you will see that the option for “team placement” near “biome” has been set to random. you can try leaving it in random and generating a few maps. If you like some more that others you can just select the placement you want. known issues: “alternating circle” and “grouped circle” are reversed, so selecting grouped will actually give you alternating placement. ”river” is a bit counterintuitive Quote Link to comment Share on other sites More sharing options...
Dakara Posted September 17, 2023 Report Share Posted September 17, 2023 Hi, both 1 Quote Link to comment Share on other sites More sharing options...
alre Posted September 17, 2023 Report Share Posted September 17, 2023 there is certainly an improvement imo. just dropping some observations: - moving the islands towards the edge of the map is a good idea as it saves space. was the new algorithm tested for all possible combinations of n. of players and maps sizes? - I'm not sure I like that the islands are on opposite sides of the continent in 1v1 or low player count, but actually I don't much play those settings. - maybe biomes should make more sense for the map geography? I think it's a bit weird to have savanna biome on a map with that kind of shape Quote Link to comment Share on other sites More sharing options...
real_tabasco_sauce Posted September 17, 2023 Author Report Share Posted September 17, 2023 1 hour ago, alre said: - moving the islands towards the edge of the map is a good idea as it saves space. was the new algorithm tested for all possible combinations of n. of players and maps sizes? Well of course if you put a lot of players on a small or tiny map, things don't generate as intended. But I did a bunch of typical 1v1 and team game arrangements and everything looked as expected. 1 hour ago, alre said: - maybe biomes should make more sense for the map geography? I think it's a bit weird to have savanna biome on a map with that kind of shape I suppose it is a bit weird, but the abundance of hunt could make this biome play very differently, with players migrating cavalry earlier on to get more hunt and win map control. Quote Link to comment Share on other sites More sharing options...
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