Adds the Belgian Uplands random map, and the Polynesia (Water Demo) demo scenario.
Description
Description
Details
Details
- Auditors
elexis - Provenance
wraitii Authored on - Parents
- rP12812: Fix tests. BuildingAI now handles DiplomacyChanged messages.
- Branches
- Unknown
- Tags
Event Timeline
/ps/trunk/binaries/data/mods/public/maps/random/belgian_uplands.js | ||
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29 | Things like that should never be in a RMS but in a library and FeXoR had moved them in #3764. | |
60 | Don't see any point with this in comparison to just working with the actual heightmap. | |
184 | templates should be moved to the top and only one template per line, so that templte names can be exchanged without having to mess with code logic. The array should be constructed in one statement, so that the result is immediately visible, rather than pushing one element after another with doing some stuff in between. | |
185 | That magic number was hardcoded amongst many maps and only insiders know that the value 3 is hardcoded as a magic number in the pathfinder! #4034 | |
189 | Debug code must be and has been removed and replaced with a more general approach that works for every map, see #4950. | |
192 | Terrible loop because it reinvents several wheels. We have stayClasses to check for sufficient playerspace. | |
377 | Excluding minTerrainDistToBorder here is a mistake. | |
390 | Bad duplication here, only the template is determined, the rest is the same! Fixed by rP21021 | |
/ps/trunk/binaries/data/mods/public/maps/random/belgian_uplands.json | ||
6 | No reason to have the map square when you even add the code to place players only within the circular area! |