Buttons:
Generate - start generating About - show the copyright box Rnd - set sliders to the random positions
Sliders:
grass ... dirt - select the amount of starting terrain points of that type ground/water decor - select the percentage of map filled with ground/water decorations obstacles - the amount of unpassable decorations on the map. Used only when "place obstacles" is checked rnd towns - amount of random towns mines - amount of random mines dwellings - amount of dwellings bonuses - amount of "bonuses". See the "bonuses" tab for more information powerups - amount of temples, shrines, schools and altars treasure - amount of buildings with treasure buildings - amount of other builings (see "buildings" tab)
Checkboxes:
show debugging info - produce map with the internal debugging information place obstacles - place unpassable decorations (trees/stones/etc) use subterrains - make subterrains during generations smooth relief - make the relief smoother place rnd objects - place random buildings on the map. Use "random object settings" to select their amount and types generate water - try to generate water on the map. May produce unexpected results don't show map - do not show the map during generation. Speeds up process a little close window when finished - close window when finished neutral town for each player - place one neutral town near every player with the type equal to the main player's town. "Near" means not farther then 65 cells and not nearer than 37 cells from the main town. resources for each player - place 3 treasure chests and 8 random resources near each player's main town place monsters near mines - protect mine entrances with monsters. Ore pit and sawmills are not protected
Edit boxes:
rnd seed - random number generator seed. You can generate the same random map on the different computer if you enter the same seed. Do not touch any sliders or edit tables - or the maps would be different! players - number of players. First 4 players are placed in the corners of the map, 5 and 6 - near the center. players' team settings - set the number of a team the player is in for each player. For example for 4 players, if first and second players are in alliance, and other are playing for themselves, the edit boxes would have values "1", "1", "2", "3".
Notes:
I place some "predefined bonuses" for every player in a game near its main town. Bonuses are: 1 sawmill, 1 ore pit, 1 unprotected learning stone, 1 altar, 1 temple, 5 shrines, 2 first level dwellings, 1 second level dwelling and 1 third and fourth level dwellings for L and XL maps (-wr3 and -wr4 switches). During generation I check that you can reach ore pit and sawmill form the main town without fighting with monsters, and if that is impossible a warning is generated.
Plus I place mines of every type of resources for every player. So even when the "mines" slider is at zero, you'll have 7*(number of players) mines.
Warnings:
Unable to find path from one point to the other - written when program is unable to find a path from the player's main town to the nearest sawmill/ore pit/learning stone Unable to place random dwelling - program cannot place a random dwelling near the player's main city Unable to place mine - cannot place any of the 7*(number of players) mines Unable to place random mine - cannot place mine. Probably the "mines" slider value is too big Placing sawmill too far away from player # town!
Placing ore pit too far away from player # town!
Placing Learning Stone too far away from player # town!
Placing Altar too far away from player # town!
Placing temple too far away from player # town!
Placing shrine too far away from player # town!
Placing Treasure Chest too far away from player # town!
- sawmill/ore pit/... is placed farther than 16 cells away from the player's main town Unable to place sawmill for player #
Unable to place ore pit for player #
Unable to place Learning Stone for player #
Unable to place Altar for player #
Unable to place temple for player #
Unable to place shrine for player #
Unable to place Treasure Chest for player #
Unable to place random resource near player # town
- map is too filled, so the program cannot place a sawmill/ore pit/... anywhere on the map Placing player # neutral town in random map position - program have placed a neutral town for the player # too far away from his main town. May appear only when "neutral town for each player" is checked Unable to place player # neutral town - program is unable to place neutral town for the given player Unable to place dwelling # for player # - program is unable to place neutral dwelling for the given player Placing player # town in random map position - first 4 players are placed in the corners of the map, 5 and 6 - near the center. This message appears when such placement is impossible Unable to find a place for a random town
Unable to place random bonus
- program is unable to place a random town/bonus. Maybe the "towns"/"bonuses" slider value is too big Unable to place random building - program is unable to place a random shine/altar/... (the "powerups" slider) Unable to place treasure - program is unable to place a treasure building. Check the "treasures" slider
Bonuses tab:
In this tab you can edit the probabilities of different bonuses how they appear on the map. The bonuses in the tab disappear when taken and are all 1 cell in size.
Table fields:
% - probability Monster - monster level. 0 - no monster, or 1...4. T, St, St2 - object type and subtypes DefName,
Type,
SType,
S2Type
- object name, type and subtypes names.
The sum of the probabilities over the table should be 100%. The current sum is displayed in the "S=" field.
You may save and load the table with the Save/Load buttons. The default table is stored in BonusDB.XML file.
One bonus may appear several times in the table. For example:
1, 0, 97,1,0, "Resources.Mage's Chest", "treasure", "mages_chest",
""
4, 1, 97,1,0, "Resources.Mage's
Chest", "treasure", "mages_chest", ""
in this case Mage's chest's probability is 5% (1%+4%=5%),
and 4 of every 5 chests are protected with level 1 monster, the remaining one
is left unprotected.
Buildings tab:
In this tab you can edit the probabilities of different buildings how they appear on the map. The buildings may be protected with monsters and can be larger then 1 cell in size.
Table fields:
% - probability W - width H - height of a building Monster - monster level. 0 - no monster, or 1...4. mDX - delta X of a monster when placed near the building mDY - delta Y T, St, St2 - object type and subtypes DefName,
Type,
SType,
S2Type
- object name, type and subtypes names.
The sum of the probabilities over the table should be 100%. The current sum is displayed in the "S=" field.
You may save and load the table with the Save/Load buttons. The default table is stored in BuildingsDB.XML file.
To determine T, St, etc. of a building you may use the "-d" switch of H4Util.
(c) mamaich, 2003
mailto: mamaich@pisem.net
I don't provide generator DLL sources to public, but I can send them on request.