Start area is revealed also for the start city osdn#43652.Lua direction objects will function properly in freeciv-3.1 HRM#880895Ĭhanges affecting players (supplied rulesets) Current freeciv version can't load that information, and such savegames generated by earlier versions only crashed the server at savegame loading time. If scenario lua script uses direction variables, value of those is no longer stored to savegames at all.Correctly set resources on player's Fog-of-War map, for tiles which they don't currently see, when loading a saved game osdn#44176.Fixed a bug that updated city info was in some cases sent to owner when it was supposed to get sent to everyone else osdn#44158.Don't kill the nation when client requires removal of a gameloss unit in editor mode osdn#44274. ![]() Correctly convert it, when savegame with AI level "Experimental" is loaded to a non-debug build osdn#44165.in case of Sentried Helicopter) osdn#44057 Fixed error messages sometimes appearing when a city has been removed but units remain (e.g.Fixed some problems in builds where asserts are not enabled.This, e.g., makes various welcome messages to show up osdn#41662 Fixed "turn_begin" lua signal, affecting especially 32bit Windows builds.TerrainTooFlat causes a tile to be generated as a hill terrain.ħ) The River generator seems to be well designed for the most part.Ĩ) The Island Generator makes my head spin when trying to make sense of it, so I won't. TerrainTooHigh causes a tile to be generated at a flat terrainĦ) Terrain Too Flat: Determined based on all nearby tiles being flat. Preferable for river flows.ĥ) Terrain Too High: Determined based on too many nearby tiles being elevated. ![]() IsLow is a requirement for placing swamps. Avoided if at all possible by rivers.Ĥ) Low Terrain: Determined by being just above ShoreLevel, a variable percentage of the land above the shore, but below the mountainous level. IsDry is a requirement for placing deserts, and invalidates 'wet' terrain (Swamps, Forests, Jungles). If either of these are false, the terrain is considered wet. While height is a numerical value and temperature a numerical value converted to an analog, the next few seem to be simple booleans that are checked to either place terrains or prevent placement of terrains.ģ) Wetness Condition: Dryness seems to be determined based on two factors:ī. I'll start with the pre-generation files: temperature_map.c/.h height_map.c/.h mapgen_topology.c/.hġ) Elevation: appears to be decided quite intelligently, and nothing seems to be amiss with the elevation itself.Ģ) Temperature: appears to mostly be decided well, with the exception that there's no randomization to tmap(ptile) in temperature_map.c. I'll start listing my opinions on my progress so far. Rather dishearteningly, it appears to have a large amount of hardcoding of settings that should be ruleset controlled, and the generator itself is full of ad hoc solutions to work well for the default terrains, but are horrible for adding new terrains. While I don't have enough knowledge and experience to edit it, I'm able to get a good idea of what it does with the (quite good) notation. I've now looked at the code for the map generator. Unfortunately, it seems that my problem might lie with the multiple temperature properties (temperate property being applied even in arctic and sub-arctic regions, and the cold property not being applied sufficiently in said regions). ![]() I've tried various other combinations as well, all ending with similar, or worse results. I've been utterly stymied by trying to add in a Taiga terrain(Pine Forests), which should replace Forests in colder regions, however even cloning Forests, and then removing the 'cold' requirement from forest and the 'temperate' from taiga, forests continue to spawn right next to tundra, and even glaciers. How does it choose which terrain best fits the values it generates for a given tile?ĭoes it pick the terrain with the overall closest values, do the values have to exceed the amounts. There are a number of terrain properties, including 4 for temperature (tropical, temperate, cold, frozen), 2 for wetness (wet, dry), 2 for plant growth (green, foliage), and one for depth(ocean depth) and elevation (mountainous) each.
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