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Good afternoon! I am a newcomer to multiplayer. I read the forum a bit, player reports, etc., and came up with the following question - everyone very often complains about the random map generator. But why does everyone put up with it?
It seems to me that writing a program that would generate random maps based on given templates is, of course, not a one-week task, but still not very difficult. A simple Google search gave me a file describing the h3m format (it doesn't have everything, but enough to figure out the rest experimentally in a day or two). We write a program that generates h3m files for us. And that's it - no more restarts due to a strong block. No shifted guards. No distributions where one player gets 5 beehives and 3 Griffin Conservatories, while another gets nothing. You could even make it so that the template allows you to set the number of key buildings (e.g., utopias) for a territory.
Or you could make it so that identical important objects are guarded by identical guards (rather than one getting Azure Dragons, another getting Hydras). And so on and so forth. I even felt inspired to sit down and write such a generator.
But then I thought - there are some very serious people here. Some have practically disassembled the entire Heroes code (I wouldn't take that on myself). But for some reason, no one has done this. Perhaps there are reasons for that which, in my noobishness, I don't see. Perhaps such a generator is fundamentally not needed by anyone, or there are some serious limitations that would prevent its creation. So my question is exactly this - has anyone ever thought about this?
It seems to me that writing a program that would generate random maps based on given templates is, of course, not a one-week task, but still not very difficult. A simple Google search gave me a file describing the h3m format (it doesn't have everything, but enough to figure out the rest experimentally in a day or two). We write a program that generates h3m files for us. And that's it - no more restarts due to a strong block. No shifted guards. No distributions where one player gets 5 beehives and 3 Griffin Conservatories, while another gets nothing. You could even make it so that the template allows you to set the number of key buildings (e.g., utopias) for a territory.
Or you could make it so that identical important objects are guarded by identical guards (rather than one getting Azure Dragons, another getting Hydras). And so on and so forth. I even felt inspired to sit down and write such a generator.
But then I thought - there are some very serious people here. Some have practically disassembled the entire Heroes code (I wouldn't take that on myself). But for some reason, no one has done this. Perhaps there are reasons for that which, in my noobishness, I don't see. Perhaps such a generator is fundamentally not needed by anyone, or there are some serious limitations that would prevent its creation. So my question is exactly this - has anyone ever thought about this?