Changes between Version 5 and Version 6 of Ticket #2258
- Timestamp:
- Nov 12, 2013, 10:22:59 AM (11 years ago)
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Ticket #2258 – Description
v5 v6 6 6 7 7 To reproduce: 8 - Open A ltas8 - Open Atlas 9 9 - Reduce the number of players to 2 10 - Generate "Fortress" random map (working )11 - Increase the number of player to 3 (player 3 will nowhave no civ)10 - Generate "Fortress" random map (working, all players beyond 2 will now have no civ set) 11 - Increase the number of player to 3 (player 3 will still have no civ) 12 12 - Generate "Fortress" random map (crashing) 13 13 This is due to player 3 will have no civ defined. … … 15 15 16 16 How to fix: 17 I recommend to check all buttons for "civilization" in the player settings by default (even if the number of player are reduced, a random map is generated and then the number of players is increased again). That is the initial state (if player numbers are NOT changed) anyway. Additionally I'd suggest to force all players civilizations to be set if the "Generate map" button is pressed.17 I recommend to check all buttons for "civilization" in the player settings by default (even if the number of player are reduced, a random map is generated and then the number of players is increased again). That is the initial state (if the number of players are NOT changed) anyway. Additionally I'd suggest to force all players civilizations to be set if the "Generate map" button is pressed (because RMS needs set civs - as is and in some cases anyway, see below). 18 18 19 If it's wanted to generate maps with starting entities only (so without an preset civ) to enable RMS as a basis of Skirmish Maps starting entities for the case civ = undefined needs to be added. However, due to walls not having the same length for all civs and civs have different NUMBER of starting entities (e.g. Iberian civ bonus walls) RMS with walls will never be possible that way.19 If it's wanted to generate maps with starting entities without a preset civ to enable the use of RMS as a basis of Skirmish Maps starting entities for the case civ = "random" (I guess) needs to be added (I don't know where). However, due to walls not having the same length for all civs and civs have different NUMBER of starting entities (e.g. Iberian civ bonus walls) RMS with walls will never be possible that way.