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RANDOM MAPS: Suggestions, Bug reports and Ideas about random maps here.


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Quote from http://irclogs.wildf...-%230ad-dev.log:

17:55 * F00 throws shoe at the fortress map

17:55 < Spahbod> F00: why ?

17:56 < F00> I'm fixing gate closing behaviour (close as long as there are no collisions), using cmpObstruction's GetConstructionCollisions function

17:57 < F00> Works great for player-built gates, but the fortress map has lots of overlap

17:58 < Spahbod> We should ask FeXoR to look at it then.

It seams that the cart/celt/brit/gaul gate has been redone and now have the proper width. They were shorter before so I added an exception for those cases to set the width properly. Removing the exception fixes that as far as I can see:

SVN patch: http://fexor.dyndns....2012-7-29.patch

The new wall_builder.js: http://fexor.dyndns....er2012-7-29.zip

Edited by FeXoR
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Has the Miletus scenario been updated, because the wall segments for the Hellenes seem to be missing in Alpha 10?

Fewer gates are indeed needed for the Iberian bonus walls, something like two to three would be preferable to me.

Edited by Zeta1127
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Has the Miletus scenario been updated, because the wall segments for the Hellenes seem to be missing in Alpha 10?

Fewer gates are indeed needed for the Iberian bonus walls, something like two to three would be preferable to me.

Since gates work now it would even be possible to completely remove gates from the Iberian civ bonus walls. That way the player would have to set them manually and loose some stones what might make things a bit more balanced as well. Keep in mind that on some maps some parts of the wall will be blocked by cliffs or other environmental stuff.

Just tell me how you'd like it.

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We played a 3v3 multiplayer match yesterday on the Canyon RMS map, and a few of us had siege units stuck in very thin canyons such as this:

0ADstuckinacanyon.jpg

We had 6 players using a medium sized map, which didn't give the canyons much space - so limiting the map size options based on the number of players seems justified. If the number of players is increased to 6, the default map size should shift to large, not remain on medium.

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What about white fogs that greatly hinder visibility and make predators like lion or boar hard to detect? They mostly come from nearby lake or springs.

http://www.outdoor-p...to/1815801.jpg.

Fixed link.

wraitii's water shader can be adapted to do 'volumetric' fog, and myconid has some ideas for refining it, so there's a good chance it will make it into the game.

Edited by zoot
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I opened a new ticket for accessing entity templates from RMGEN/RMS to make entity placement more tidy: http://trac.wildfire...com/ticket/1589

Please let us know if you have any ideas.

Spahbod: I think the following ticket should be closed again: http://trac.wildfiregames.com/ticket/1449

Please tell me what you think about this and how you would deal with the problem in this ticket: http://trac.wildfiregames.com/ticket/1565

THX.

Edited by FeXoR
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