MapScriptTools notes

Issue #164 wontfix
joseasoler repo owner created an issue

This task keeps a list of points I noticed while reviewing MapScriptTools that should be addressed before release.

  • Erebus converts all desert peaks to tundra peaks, to prevent flames from causing mayhem if burning sands ever reach a desert peak. Instead of doing this on MapScripts, I should try to disable flames spreading or forming on Peak tiles instead and to remove this safeguard.

  • Erebus moves Unique Features to more suitable places. I find that the method tends to work very well. This method could be adapted via MapScriptsTools to be used in all other supported MapScripts.

  • Erebus locks the default starting point placement option and only uses its own. it should allow to use default placement too. I wonder if this placement should be made available to other supported MapScripts, given that sometimes it gives bad results and that BarbsPlus is going to include a flavor placement option.

  • When Erebus is using toroidal wrapping, ice appears on the northern/southern border. It is probably caused by the third parameter of the deIcifyEdges beautifier method.

  • The new version of Erebus runs a prettifier which removes peaks on coasts. This should be an option in case anyone prefers the old coasts.

  • Erebus Continent has an option for placing city ruins. This should be made available to all MapScripts as a map option, enabled by default.

  • Although they are interesting terrain features, big dents and big bogs are created too frequently; they should be more rare to be something that makes maps more different, not something that appears every time.

  • The elemental quarter terrain feature is somewhat unbalancing and it does not seem to fit the lore much. It should be very rare in supported MapScripts (maybe 2%?).It would be good (albeit time consuming) to implement similar features for just single types of mana. They would be more common, although still rare.

  • Terrain features add a sign with a name on top of them. Although this is interesting, IMO having signs on some features while ignoring others is a bit weird (for example, C2C adds signs to many terrain features). I also think that signs should only be used for Unique Features. Therefore, the ExtraModMod version of these MapScripts will disable them.

  • The Lost Isle terrain feature is surprisingly similar to what the Maenalus Unique Feature is supposed to be. I won't modify either of them, though. The Lost Isle seems to be creating Air Mana on top of it very frequently, even when Air Mana is not on the list of resources it should have. This problem may be caused by the Tarch Tower is being frequently placed on the Lost Isle and being turned into a plain improvement afterwards by the lost isle's improvement upgrade code. The Lost Isle also appears covered on ice too frequently, at least on Erebus.

  • Big dents keep jungles on top of unsuiting terrain tiles (ice, tundra). It also keeps forests and jungles on peaks. This only happens in the Erebus MapScript, because its addFeatures2 method uses a terrainMap data structure which has not been updated after any changes that MapScriptTools may have done since them. Before addFeatures2 is called, terrainMap needs to be refreshed with any possible changes made to the map since it was created.

  • FracturedWorld stores its configuration in a file. All supported MapScripts should have this feature.

  • All supported MapScripts should get a translatable description.

  • Full of Resources includes a scheme for translatable strings included inside of the script itself.

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