Skip to content

Posts from What is FAIRNESS in a random map generator? Auto-translated

No ratings yet — be the first to rate!
User Avatar
#1
Auto-translated
Could you please explain what "Fairness" means in the random map generator? And why it is divided into three subtypes.
User Avatar
#2
Auto-translated
Or maybe delete this thread?
User Avatar
#3
Auto-translated
Just answer first, and then you can delete it.
In reply to Kamikaze
User Avatar
#4
Auto-translated
Fairness is translated from English as "Justice." I don't play Heroes 5 and have never seen the map editor, but I understand that this is an option that balances the map, for example, by evenly (i.e., fairly) distributing artifacts, castles, or neutral creatures on the map. Sorry if I'm wrong :o. And here's the link: http://www.maps4heroes.com/heroes5/random_map_generator_eng.php Basic fairness means: isomorphic maps (that is, for each area there is a corresponding area for the opponent) with similar objects. The number and kind of objects may vary. For instance, if you encounter an area with several stat-improving buildings (like a Marletto Tower), your opponent will have at least some stat-improving building in his corresponding area as well. Also, with basic fairness, both sides receive an equal number of towns (throughout the map), roughly the same mines, and roughly the same objects in the starting areas. Advanced fairness: both sides have the same border guards between areas, and also, exactly the same guards guarding the key objects in the starting area (like wood and ore mines). Expert fairness: the "too fair to be fun" setting. Both sides get exactly the same objects in their corresponding areas, as well as similar guards (as above). The main difference is which artifacts you find; this setting only guarantees the same number of, say, relics in the corresponding areas. The main means of fairness: isomorphic maps (that is, for each area, there is a corresponding area for the opponent) with similar objects. The number and type of objects may change. For example, if you encounter an area with several stat-improving buildings (like a Marletto Tower), then your opponent will have at least some stat-improving building in his corresponding area as well. Also, with basic fairness, both sides receive an equal number of towns (throughout the map), approximately the same mines, and approximately the same objects in the starting areas. Advanced fairness: both sides have the same border guards between areas, and also, exactly the same guards guarding the key objects in the starting area (like wood and ore mines). Expert fairness: a "too fair to be fun" setting. Both sides receive exactly the same objects in their corresponding areas, as well as similar guards (as above). The main difference is which artifacts you find; this setting only guarantees that the same number of, say, relics are in the corresponding areas. P.S. Supported by http://yandex.ru and http://translate.ru

Added after 59 seconds
I was right)
Клан Homo homini

Charity suffereth long, and is kind; charity envieth not; charity vaunteth not itself, is not puffed up,
Doth not behave itself unseemly, seeketh not her own, is not easily provoked, thinketh no evil;
Rejoiceth not in iniquity, but rejoiceth in the truth;
Beareth all things, believeth all things, hopeth all things, endureth all things. Charity never faileth...
User Avatar
#5
Auto-translated
I know how the word "Fairness" is translated. And thanks for the description of the option! But the translation is quite amusing: "Basic means of fairness" or "Experienced fairness."
User Avatar
#6
Auto-translated
Looks like this is about arranging objects on the map; I need to check it out...
User Avatar
#7
Auto-translated
Objects, specifically. And to be more precise, monsters, border guards, utopias, artifacts, resources, dwellings, and so on.
User Avatar
#8
Auto-translated
No... with the first option, the map is symmetrical for all players (but each player has a different set of resources, although the quantity is the same), with the second option, the guard monsters on the mines and passages are of the same type and quantity for all players, and with the third option, everything is the same and symmetrical for everyone!!! Is that clear?