Luxuries do get clumped, I firmly believe there's actually a measure of how many should apear in a clump in the XML file - iGroupRange and iGroupRand. How they work is beyond me. No one has gotten to the Terrain part of the modiki yet.
I think the WorldBuilder has a number of resources it wants to place on the map, if the map is small, they are more clumped together. (my personal theory).
I'm working on placing resources right now in WorldPainter and it's harder than I thought. There are some resources that only show up between certain degrees latitude, some only on hills, some NOT beside a river... all kinds of criteria.
And I still don't know what iConstAppearance is for. Or what the various iRandApp1, iRandApp2, iRandApp3, iRandApp4 are for. Someone suggested that I change each one individually and see what the result is but since each map is randomly generated the affects are not as apparent as you might think.
Right now I'm going with a "percentage chance" amount for each resource. Is clumping, or varience as I call it, something you'd like to see in a map generator?
Tom P.
I think the WorldBuilder has a number of resources it wants to place on the map, if the map is small, they are more clumped together. (my personal theory).
I'm working on placing resources right now in WorldPainter and it's harder than I thought. There are some resources that only show up between certain degrees latitude, some only on hills, some NOT beside a river... all kinds of criteria.
And I still don't know what iConstAppearance is for. Or what the various iRandApp1, iRandApp2, iRandApp3, iRandApp4 are for. Someone suggested that I change each one individually and see what the result is but since each map is randomly generated the affects are not as apparent as you might think.
Right now I'm going with a "percentage chance" amount for each resource. Is clumping, or varience as I call it, something you'd like to see in a map generator?
Tom P.
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