More random maps and FeXoR's wall system.
Description
Description
Details
Details
- Committed
Spahbod Mar 18 2012, 8:53 AM - Parents
- rP11360: Removed logger output for XML token node tests
- Branches
- Unknown
- Tags
Event Timeline
/ps/trunk/binaries/data/mods/public/maps/random/fortress.js | ||
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114 | What do we do if we need twice the number of starting units? Right, calling the function to place starting units once, then copying the contents of the function below that call (not) |
/ps/trunk/binaries/data/mods/public/maps/random/fortress.js | ||
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114 | Also that startEntities.length - 1 causes every civ to have 1 cavalry but britons 2 cavalry + 1 dog and mauryans 2 cavalry + 1 elephant. So adding a check for infantry + females. |
/ps/trunk/binaries/data/mods/public/maps/random/fortress.js | ||
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114 | "What do we do if we need twice the number of starting units?" It is unclear to me what you are trying to achieve here though since this is a map file. If you think the starting entities should be changed for this map propose a patch. I haven't seen Spahbod, the creator of this map, for quite some time so I'm not sure this concern will be picked up by the author. placeCivDefaultEntities() might not have existed at the time of commit which would explain the "copied" part (changing that and createStartingPlayerEntities() to use optional arguments could be worth a commit IMO). |