Hey all,
I'm trying to figure out if resource generation is attached to expected map size. I looked at the resource generation in the maps directory but I can't make heads or tails of it.
I'm asking because I want to increase the size of huge maps to say, 180 x 112. With the default resource generation, will I end up with the same actual amount (not percentage!) of resources with the Huge default size of 106 X 66? If this is the case, then simply increasing map size is a poor solution to get bigger maps, as it will invite a scarcity of resources in bigger maps!
Or does the resource generation work proportionally and just fill up the land to the same percent based on what option you choose (standard, abundant, etc.)? If this is the case then it's ideal and we don't need any changes to resource generation
If it is indeed based on expected map size, and creating bigger maps results in scarcity of resources due to the game expecting the default size, what modifications to resource generation do we have to make to increase resource generation on larger maps?
This line of code seems to suggest at least some part of it is based on map size (defaultplayers*2, etc.) but I really have no clue.
function ResourceGenerator:__InitResourceData()
self.iResourcesInDB = 0;
self.iLuxuriesThisSizeMap = GameInfo.Maps[Map.GetMapSize()].DefaultPlayers * 2;
-- Get resource value setting input by user.
if self.resources == 1 then
self.resources = -5;
elseif self.resources == 3 then
self.resources = 5;
elseif self.resources == 5 then
self.resources = TerrainBuilder.GetRandomNumber(13, "Random Resources - Lua") - 6;
else
self.resources = 0;
end
I'm trying to figure out if resource generation is attached to expected map size. I looked at the resource generation in the maps directory but I can't make heads or tails of it.
I'm asking because I want to increase the size of huge maps to say, 180 x 112. With the default resource generation, will I end up with the same actual amount (not percentage!) of resources with the Huge default size of 106 X 66? If this is the case, then simply increasing map size is a poor solution to get bigger maps, as it will invite a scarcity of resources in bigger maps!
Or does the resource generation work proportionally and just fill up the land to the same percent based on what option you choose (standard, abundant, etc.)? If this is the case then it's ideal and we don't need any changes to resource generation

If it is indeed based on expected map size, and creating bigger maps results in scarcity of resources due to the game expecting the default size, what modifications to resource generation do we have to make to increase resource generation on larger maps?
This line of code seems to suggest at least some part of it is based on map size (defaultplayers*2, etc.) but I really have no clue.
function ResourceGenerator:__InitResourceData()
self.iResourcesInDB = 0;
self.iLuxuriesThisSizeMap = GameInfo.Maps[Map.GetMapSize()].DefaultPlayers * 2;
-- Get resource value setting input by user.
if self.resources == 1 then
self.resources = -5;
elseif self.resources == 3 then
self.resources = 5;
elseif self.resources == 5 then
self.resources = TerrainBuilder.GetRandomNumber(13, "Random Resources - Lua") - 6;
else
self.resources = 0;
end