Changes between Version 6 and Version 7 of Ticket #1834, comment 19


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Timestamp:
Feb 28, 2013, 2:33:47 PM (11 years ago)
Author:
FeXoR

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  • Ticket #1834, comment 19

    v6 v7  
    11Reply to historic_bruno: Generally I agree but I'm also certain that realistic looking maps have a place in this game. ATM I think the most realistic RMS is Belgian Uplands but it fits your "totally random distribution" case and so would be considered an awful map by you? Just to make it clear: This map does not need any player restrictions and in general its just not as fair as other maps but player distance etc. is checked. However, it is not guaranteed that players are not separated by water or wood though I never saw that appear.
    22
    3 For most maps it would indeed be better to fix the issues there (like Canyon with one player) though I can't really see a big benefit. However, I'm not able/willing to go through all the maps I didn't even make and fix bugs. I am trying to specify all bugs and get someone to fix them though. If no one reacts I might indeed fix many of them myself but this would take much longer.
     3For most maps it would indeed be better to fix the issues there (like Canyon with one player). However, I'm not able/willing to go through all the maps I didn't even make and fix bugs. I am trying to specify all bugs and get someone to fix them though. If no one reacts I might indeed fix many of them myself but this would take much longer.
    44
    55AoE 2: AoK/AoC had no problems with 8 players on a tiny map because (in mind scaling everything to tiny map sizes of 0 A.D.) a base in AoK/AoC had about 10 tiles radius. I thought I said this before in the last comment. Not sure about AoE 1. Part of the problem is that you can't "snap" buildings together due to non-tile based foundations (For me a disadvantage of 0 A.D.).