Skip to content
#28
Auto-translated
Kamikaze;119616
I've already talked about the balance in fixed maps. But even if it's still incredibly difficult to achieve in fixed maps, it's naturally even more so in random maps (and the outcome is the same) - but with random maps created using template filtering, there's the possibility of creating an infinite number of new maps, even if they're not perfect, they are original.
Achieving balance (approximate, and that's all that's needed) is actually quite simple. It's much more difficult to make a map multi-faceted, so that each side can act in different ways. Then you can play 10, 20, 50 games on it - and it won't get boring (if, of course, you take at least short breaks between games :cool:). You could even hold an entire tournament on such a map. Chess players have been playing on their single "board" for centuries, and that's fine. :D
Fixed maps have this problem, and it's mainly explained by the lack of imagination among players who could become good mapmakers, but unfortunately, they don't. And this problem cannot be solved with random maps in principle.

We are trying to optimize the process of running online tournaments. And if you can offer a constructive solution, we are all for it. ;)
I also run tournaments and try to optimize this process. :) And although preparing maps takes a lot of time, I've long decided that it will be fix only.
cool topic, tell me how?
There are many people who can do it better than me. :smile12: On the Portal or on heroes.by.
invisible;119663
But still, with restarts, you can get at least some more or less interesting map.
You can get a more or less balanced map. Interesting - hardly. In author-made maps, objects are not placed randomly - the creator sets certain tasks for the players, anticipates what the struggle might be for in the first week, and what in the second. He comes up with and builds strategies for each side, balances by sides, by races, by money and resources, by the amount of experience... the generator simply creates zones, passages between them, fills them with randomly selected objects, and places guards. And if a game on a random map turns out to be interesting, it's not thanks to the map, but only due to a coincidence (caused by the actions of the players). Otherwise, the scenario of actions is almost the same in all games on a given template and with given starting conditions.
That is, perhaps somewhere in some file, a constant value of "value" for each zone is specified, according to which the computer "balances" the random map? Does anyone know which files are responsible for creating a random map? Not just the template itself, but also its content. If it's not too much trouble, please post it. Or maybe someone knows how to balance a random map precisely according to the above-described content? In particular, I am interested in key objects, such as: utopias, conservatories, hives, and dwellings. Is it possible to specify somewhere that they are generated "equally" between the two players?
As far as I know - no. By editing objects.txt and rmg.txt, you can only achieve that an object is included in the list of generated objects or excluded from the list, and also set its "price". But you cannot influence whether this object will be a utopia or whether you will get black markets and pandoras instead of the utopia's price. Only for some objects, such as mines, is their mandatory presence on the starting location specified.
Another thing is that you can write a script (in WoG or in TE) that will edit the map after it has been generated. But in my opinion, it would be much more useful to spend this time creating a couple of good fixed maps. :smile26:

Statistics

Welcome our newest member: leyu