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  #1  
Old June 8th, 2007, 03:30 AM

J Henry Waugh J Henry Waugh is offline
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Default Random Map Creator � \"Set ruggedness\"

In the game tools, options for random map creation include partsea, partmountain, partruggedness and partriver.

But the CLI breakdown (according to ./Dominions3 --help) lists sea, mountains, forests, farms, waste, and swamp.

Quote:

******* Random Map Options *******
--makemap XXX Generate a random map with filename XXX and exit
--riverpart X 100 = normal amount of rivers, 0=no rivers
--seapart X Percent of map that is below water level (default=30)
--mountpart X Percent of map that is mountains (default=20)
--forestpart X Percent of lands that are forests (default=20)
--farmpart X Percent of lands that are farm lands (default=15)
--wastepart X Percent of lands that are wastes (default=10)


How is "ruggedness" defined?

Is farmland not in "ruggedness"?

Or is there some additional "randomizing" breakdown that transforms values in the Game Tools UI?
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Old June 8th, 2007, 10:18 AM
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paradoxharbinger paradoxharbinger is offline
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Default Re: Random Map Creator � \"Set ruggedness\"

if i had to wager a guess, ruggedness is how jaggy the terrain is and would refer to the underlying function that generates the heightmap. the more rugged, the less smoothe it is.

if you look a little into fractal terrain generation it would explain a good deal about how the dom3 mapgenerator works. i don't have time to go into it now as i'm at work, but if no one else has addressed your question to your satisfaction i can explain in greater detail later.
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Old June 8th, 2007, 02:58 PM

J Henry Waugh J Henry Waugh is offline
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Default Re: Random Map Creator � \"Set ruggedness\"

Hmm, I was thinking that "ruggedness" was a "summary" tally of forest + swamp + waste (i.e., non-plains & non-farmland)�
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Old June 8th, 2007, 05:25 PM
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Default Re: Random Map Creator � \"Set ruggedness\"

i think that is covered by defineing the percentages you want. this is all just off the top of my head. it's the way i implemented things in my map generator, and they both do similar things and seem to work in roughly the same fashion.

so don't take my word for it, it's just an educated guess. you might try 5 or so runs with the default values and then do another batch with the ruggedness significantly higher to see what kind of effect it has.
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