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Icq number generator
Icq number generator






  1. #Icq number generator generator
  2. #Icq number generator update

new constants for setting number of players, iron/goldmine spots, amount of coal per loc, etc. How ambitious can this idea become in the future? I can already expect some people asking whether there's anything that could be done to improve the visual quality of such generated maps, but it doesn't look too bad for the start. This still looks better than countless CR "remakes" (if this ever gets implemented in game, we need a "CR mode" for the generator) A slap in the face indeed, for wannabe scripters like myself, and for wannabe mapmakers (koczis would say "like sado" xD).

#Icq number generator generator

Not sure if it easy or not to do that though.Īlso it would be nice to have similar generator function in MapEditor. May be some mountain chains could be great, so locs could be more closed one from another. I will add this function soon.Īre you planing to develop it further on ? Its great now, but to make it more "playable" in real life you need to adjust resources (gold/coal/iron). So its about 25% faster, good result anyway. So at least 1 sec out of ~4 (on my pretty ok PC) that can be saved. New GenerateTiles function executes less then for a second. But anyway the first run of GenerateTiles (old version) was about 2 sec, while the last was about 4.5 sec.

#Icq number generator update

Average execution time = 2730 (with new bunch of tiles update function)īut I have to say, that for some reason GenerateMapOld are executed slower and slower on run tests. Average execution time = 5772 (with passability updates on every tile change, MapTileSet function) To check Lewin's suggestion about recomputing pathfinding every time you modify map tile I added new method for bunch update of array of tiles and recompute pathfinding once after all tiles are modified. Not so many lines of code, and working pretty fast. There's some documentation about getting it compiling here:

icq number generator

If your generator ends up sufficiently advanced we could discuss adding it to the game. You'll also have access to useful things like our terrain painting functions from the map editor which take care of setting transition tiles. As Krom said it would be much better to implement it in the game code since it will be fast (you can do pathfinding stuff once after making all the modifications). Yes the terrain modification functions are slow because they recompute pathfinding stuff every single time. In fact you can use it as your random number generator if you like, it should be fast. That gives you access to the engine's RNG, which is given a random seed each time a mission is started (the random seed is synced in multiplayer obviously). For a seed you can use States.KaMRandomI.








Icq number generator