Changes between Version 1 and Version 2 of Ticket #1834, comment 20


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Timestamp:
Mar 2, 2013, 12:29:53 PM (11 years ago)
Author:
wraitii

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  • Ticket #1834, comment 20

    v1 v2  
    22
    33About the actual problem discussed here: some maps might not generate properly with 8 players on a tiny map. These should probably either be changed, or if they can't, not support such a number of players (I'm thinking most could be changed. Even Corsica&Sardinia gives a mostly sound result, although it's really really ''really'' crammed). Maps with 8 players, as long as they generate soundly, should be allowed. But in some cases, it might make no sense. If this is properly advertised (perhaps next to the map name), I don't see it as an issue to disable some player numbers on some maps, so that they remain true to themselves.[[BR]]
    4 (what I mean by 'not generate properly' is both that they will simply do something dumb, or that the result will be so different from the expected biome that it's basically just a different map that should be used, to give the same result in better. Alpine Valleys, again, is basically a flat snow map with a sort of hill in the middle. Not what it should be.)
     4(what I mean by 'not generate properly' is both that they will simply do something dumb, or that the result will be so different from the expected biome that it's basically just a different map that should be used, to give the same result in better. Alpine Valleys, again, is basically a flat snow map with a sort of hill in the middle. Not what it should be. Contrarily, Pyrenean Sierra remains what it should be. It ''is'' crammed, but it's what it should be, so I say it works.)
    55
    66Now about the "types of maps" you discussed, FeXoR, I'm not sure what point you're trying to make. "Realistic" maps in 0 A.D. are fundamentally flawed because the maps are too small for really random distribution, and would be really unfair. I'm thinking unfairness should really not be allowed too much in random maps (to some extent, of course. But not too much).There are ways to ensure this: creating resources not too far from the player bases, creating some elements of symetry… Using the RM constraints properly to distribute resources semi-randomly. We should probably stray away from maps that could be completely unfair (ie one side has all the gold, the other all the silver). But this is also another problem than the one at hand here.[[BR]]