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The algorithm behind the program is interesting.
Has anyone delved into the code and figured out exactly how Heroes determines the number of monsters? Or, based on a large sample of generations, has anyone determined an approximate correlation?
http://forum.df2.ru/index.php?s=&showtopic=2342&view=findpost&p=559149 (it also contains information about the value of resource nodes and Pandora boxes)
http://forum.df2.ru/index.php?s=&showtopic=27998&view=findpost&p=558697
http://forum.df2.ru/index.php?s=&showtopic=2342&view=findpost&p=546608 (with clarification http://forum.df2.ru/index.php?s=&showtopic=2342&view=findpost&p=560072, the misunderstanding regarding 1 Azure Dragon is likely due to the fact that in games where it appeared, the WT text file was used)
All of this was determined through code analysis, i.e., the information is accurate (although I cannot guarantee that I haven't made any mistakes anywhere :)).
And perhaps an answer can be found as to where the 31 Cyclops guarding the Angel dwelling came from. It's a normal spawn, similar to the starting spawn on the Castle map, week 2.
No matter how I tried, I couldn't generate a guard that would realistically appear, like 33 Minotaurs on a Giant node.
The parameter "Zones count" is unclear. Especially since it is precisely what determines the guard on resource nodes.
Value of a resource node = (AI Value of the creature) * (Growth of the creature) * (1 + (Zones count: city of the creature) / (All zones with towns count)) + (AI Value of the creature) * (Zones count: city of the creature) / 2
Value of a Pandora box = (AI Value of the creature) * (Number of creatures) * (1 + (Zones count: city of the creature) / (All zones with towns count))
Value of a Seer's Hut = (2 * (AI Value of the creature) * (Number of creatures) * (1 + (Zones count: city of the creature) / (All zones with towns count)) - 4000) / 3
How these "Zones count" are determined, I wrote about here:
http://forum.df2.ru/index.php?s=&showtopic=29068&view=findpost&p=575859
And also, if there are resources near the resource node, they also add to the value.
Another point regarding resources: the generator generates both clusters of specific resources, each with its own value, and clusters of random resources with their own, different value. The former will remain the same from game to game on the same map, while the latter will change. It is impossible to distinguish them in the game, so it will not be easy to accurately calculate the guard of resources.
You are on the wrong path, fellow programmers! You are making the game simpler, but you should be making it more interesting.