andy5995 Posted October 31, 2021 Report Share Posted October 31, 2021 New random map created by me and @Jammyjamjamman, adapted from the Corinthian Isthmus 2v2 skirmish map. Available in v0.25.7 of CM2. Bases start with 1000 stone and 1000 metal next to their CC instead of 5000/5000. Mines are placed randomly but so far, they seem to be available very close to the territory borders. I'll make changes if necessary. 7 1 Quote Link to comment Share on other sites More sharing options...
maroder Posted October 31, 2021 Report Share Posted October 31, 2021 I like the idea and the overall look, I just think the roads are a bit much 1 Quote Link to comment Share on other sites More sharing options...
andy5995 Posted November 1, 2021 Author Report Share Posted November 1, 2021 (edited) I narrowed the roads a bit, and now some large mines are placed near the territory border of each player on maps greater than or equal to Medium size. These changes will be included in the next release. P.S. The different styling of the road in this screenshot doesn't have to do with any other change except for this is the temperate biome and the other screenie was the autumn. Edited November 1, 2021 by andy5995 1 Quote Link to comment Share on other sites More sharing options...
andy5995 Posted November 1, 2021 Author Report Share Posted November 1, 2021 Arctic, Sahara, and Savanna (because and on-accounta it's a random map) 2 1 Quote Link to comment Share on other sites More sharing options...
alre Posted November 1, 2021 Report Share Posted November 1, 2021 I see one of the roads always passes trough a mountain. maybe the roads should follow a bitmap like altitude. 1 Quote Link to comment Share on other sites More sharing options...
BreakfastBurrito_007 Posted November 1, 2021 Report Share Posted November 1, 2021 I like how the flat hills with the cc's on them are grouped and combined by team, so that there are many ways up, but that team members can easily move to each other's bases. Nice work! 1 Quote Link to comment Share on other sites More sharing options...
andy5995 Posted November 2, 2021 Author Report Share Posted November 2, 2021 23 hours ago, alre said: I see one of the roads always passes trough a mountain. maybe the roads should follow a bitmap like altitude. Yeah, I definitely agree. After spending several hours trying, we haven't worked out how to make the roads go around hills, mountains, and shoreline yet. 23 hours ago, BreakfastBurrito_007 said: I like how the flat hills with the cc's on them are grouped and combined by team, so that there are many ways up, but that team members can easily move to each other's bases. Nice work! Thanks. And actually, as shown in the screenshot, the gap between players' bases changes based on the number of players and size of the map. This is 2v2 on a Medium map. 2 Quote Link to comment Share on other sites More sharing options...
maroder Posted November 3, 2021 Report Share Posted November 3, 2021 19 hours ago, andy5995 said: we haven't worked out how to make the roads go around hills, mountains, and shoreline yet. Iirc, there should just be the option to avoid these tileclasses e.g. avoidClass [clWater,3, clHill,4] (Without having looked at the code, so no guarantee) 1 Quote Link to comment Share on other sites More sharing options...
andy5995 Posted November 3, 2021 Author Report Share Posted November 3, 2021 8 hours ago, maroder said: Iirc, there should just be the option to avoid these tileclasses e.g. avoidClass [clWater,3, clHill,4] (Without having looked at the code, so no guarantee) Yes, that seems to work for most everything else, but when using avoidClass with the PathPlacer function, it seems to simply not place the path at all if it encounters the object you want to avoid. See my comment on this PR Quote Link to comment Share on other sites More sharing options...
maroder Posted November 4, 2021 Report Share Posted November 4, 2021 mh, maybe @nani can give you some tips. Quote Link to comment Share on other sites More sharing options...
andy5995 Posted October 14 Author Report Share Posted October 14 Arctic biome on a small map 2 Quote Link to comment Share on other sites More sharing options...
Grautvornix Posted October 14 Report Share Posted October 14 Awesome! Do I interpret correctly that some of the buildings are in a flooded area that is now covered by ice? (or are they being built on ice?) 1 Quote Link to comment Share on other sites More sharing options...
Gurken Khan Posted October 14 Report Share Posted October 14 @Grautvornix The "flooded areas" are the expanses of water without which the strip of land in between wouldn't be an isthmus; and yes, those buildings are built on ice. (I used to avoid that because I wouldn't want to build on ice irl, but whatever makes sense strategically...) 1 Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted October 15 Report Share Posted October 15 7 hours ago, andy5995 said: Arctic biome on a small map I wonder if you'd want to figure out a way to use the construction obstructors in your map script. These objects prevent construction of buildings, but allow passage of units. 2 2 Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted October 15 Report Share Posted October 15 27 minutes ago, wowgetoffyourcellphone said: I wonder if you'd want to figure out a way to use the construction obstructors in your map script. These objects prevent construction of buildings, but allow passage of units. We didn't know we had that. 1 Quote Link to comment Share on other sites More sharing options...
andy5995 Posted October 15 Author Report Share Posted October 15 (edited) 46 minutes ago, wowgetoffyourcellphone said: I wonder if you'd want to figure out a way to use the construction obstructors in your map script. Thanks. I opened an issue. @Jammyjamjamman noticed recently that fields can't be constructed on ice. I wonder what the difference is between fields and other objects that get constructed. Edited October 15 by andy5995 2 1 Quote Link to comment Share on other sites More sharing options...
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