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Feldmap


Feldfeld
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4 hours ago, real_tabasco_sauce said:

@Feldfeld do you have a github where you are working on feldmap? id be happy to try and get the other badosu maps working with your balancers for some future release.

I don't have a github repo for it. I could make one if you really need it but otherwise I think you can also work without version control and send me a feldmap with the changes.

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  • 3 weeks later...

Feldmap is updated to A27 and is now available for download in mod.io! (version 2.0.1).

Once again, I invite players to try out rarely played biomes since they are balanced!

Minor changes:

- Straggler berry tree balance
- Better animal variety on some biomes, compared to A26
- Make the "Player Placement" gamesetup settings visible in the "game description" panel, and in the Objectives tab in game, together with the other relevant settings.

Major change (EXPERIMENTAL!):

Added long range mineral (Stone and Metal) balancing. The quantity of mineral in areas near a player is very variable, but is balanced in the end. There can be variety in the types of mineral groups: a player may be given a 5000 mine while another gets multiple small ones. It is long range balancing, but not infinite: there are neutral areas where stone or metal is up for grabs.

In vanilla Mainland, to partially compensate for the lack of mineral balance, mineral mines are very spread out. There are constraints so that mines don't get placed too close to each other, reducing the probability of a large imbalance. But this also made the map more plain as a result. Since mineral balance is added in Mainland Balanced, I also reduced the possible distance between mines. So it makes it possible to have areas very rich in metal, and other not at all. This can make interesting game configurations.

Also, the long range balancing code has been made generic and very easy to include in other maps, so down the line I intend add resource balancing to other maps. Food balancing could be also integrated in that framework, but it's not there yet.

Known problem:

Right now, it clearly favours small mines against large ones. This can make some ugly maps. And sometimes it gives too many mines overall. I plan to fix that eventually. But this means that I may give up the "variety of group size between player" feature, especially if I want to merge resource balancing into the next release.

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