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Neutral towns start with the same as the player towns, but with no tavern and sometimes no Fort. Players can occasionally spawn with two towns each, but most commonly one town. The players starting towns start with a tavern, a village hall, the level 1 dwelling, sometimes the level 2 dwelling and almost always a Fort.The only exception is Necropolis (often starts underground on Subterranean if the map is 2 layers) and Dungeon (often starts on dirt). Player owned towns will often spawn on their native terrain.There are several rules that Random Maps always follow, these include, but are not limited to the following.I will also check your editor for random maps, do I need any special requirements to run vcmieditor. Zone connection settings only affect guards between zones.
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You can play with these to make the theme different.Īs for objects, there are no default guard strenghts you need to create a object group and assign a guard power with a specific value, where 0 is undefended.
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The second doodad group tells to generate in-zone cactus, bush, sand dune… Then there are two doodad groups the first one will affect the zone borders generating only mountains if possible(the rest will be filled at random). The doodad settings have decorative % = 0, meaning there will only hollow sand tiles. Obstacle% = 5 means there will be only a few obstacles in the zone and Obstacle Spread% = 5 will spread this few objects guite a bit. It is all configurable - the ‘Desert’ zone type produces hollow sand desert with cactus because of the settings: PS: You can also remove my “fdgdfgdf” crap since I didn’t expect you saving it on server-side when creating it. And IMHO guards still need to be adequate for the reward even if different sectors have different strength scaling. While you expose guard strength settings it’s looks like there not yet option to leave banks that have guards on their own unguarded.
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So might be you want to separate settings for in-zone guards and guards on zones connections. Also it’s looks like on small maps there usually high-level monsters block passes between different part of same zone, but on larger there just too much of empty space when there not enough zones.
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Looks like it’s don’t handle large zones well, sand terrain (when there no town at least) look like actual desert. I don’t think that I’ll able to point something that isn’t obvious, but here what I thought when tested few maps. Do you have any specific suggestions for improvements?
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