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I have a slight confusion... how will the generation depend on the version (even if I have one installed) if both the template file and the executable were taken from Alex's archive? After all, Heroes doesn't use any libraries (SMAC and Bink are not Heroes libraries; all the code for Heroes is only in the executable), but there are concerns that one of the text files provides such originality. I checked it on 2 sets of different versions, and it's still happening...
And I also discovered a serious problem...
There are so many dungeons on the maps that only half of the 9*2*8 = 144 are available for selection at the start, which means extra restarts for heroes above level 1. Considering the generation time of 1 map, which is close to 30 seconds, and the data transfer time, it's discouraging...
For example, on one map, I don't even have a Guard Marker, not even 45000... I can assume that the price of objects * the number in the zone simply causes an integer overflow for the generator, and the guard becomes "negative," while the guarded objects are just clusters of 1-2 resources (sometimes an artifact, artifact1). Therefore, it might be that an overflow occurs in the second cycle...
In general, I ran several generations and got the following: with weak monsters, only peasants are generated; with medium monsters, both peasants and fakes are generated; with strong monsters, there are almost no people at all, sometimes peasants.
Perhaps a script for super-fast roads or even doubling movement speed will be needed because traveling for 5 days on the road is too much, and RMG generates them endlessly, although it's more naturalistic, of course: giant expanses, states, etc.