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* [[#zone_sparseness|Zone sparseness]] setting; | * [[#zone_sparseness|Zone sparseness]] setting; | ||
* [[#rock_blocks|Rock blocks]] setting. So zone size must be adjusted by trial and error until the right size is obtained. Adjusting [[#zone_sparseness|zone sparseness]] and [[#rock_blocks|rock blocks]] may also help to have better control over zone sizes. | * [[#rock_blocks|Rock blocks]] setting. So zone size must be adjusted by trial and error until the right size is obtained. Adjusting [[#zone_sparseness|zone sparseness]] and [[#rock_blocks|rock blocks]] may also help to have better control over zone sizes. | ||
<span id="zone_placement"></span> | <span id="zone_placement"></span> | ||
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** Frequency: 25. | ** Frequency: 25. | ||
** Maximum on the map: unlimited. | ** Maximum on the map: unlimited. | ||
** Maximum per zone: 1 | ** Maximum per zone: 1. | ||
** Terrain types: any except water. | ** Terrain types: any except water. | ||
* [[Corpse]] | * [[Corpse]] | ||
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** Maximum on the map: unlimited. | ** Maximum on the map: unlimited. | ||
** Maximum per zone: unlimited. | ** Maximum per zone: unlimited. | ||
** Terrain types: water. | ** Terrain types: any except water. | ||
* [[Temple of the Sea]] | * [[Temple of the Sea]] | ||
** Value: 10000. | ** Value: 10000. | ||
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There is also a Random Resource object, with its own settings, which is replaced by a specific resource at the start of the game. | There is also a Random Resource object, with its own settings, which is replaced by a specific resource at the start of the game. | ||
<span id="quest_artifact_for_seers_hut"></span> '''[[Seer's Hut]] quest artifact'''. This object is a random artifact of level 1 (treasure artifact), which is not part of any compound artifact. This artifact is unique on the map. When this object is generated, an unguarded [[Seer's Hut]] is created in another zone on the map, looking for the artifact | <span id="quest_artifact_for_seers_hut"></span> '''[[Seer's Hut]] quest artifact'''. This object is a random artifact of level 1 (treasure artifact), which is not part of any compound artifact. This artifact is unique on the map. When this object is generated, an unguarded [[Seer's Hut]] is created in another zone on the map, looking for the artifact. This object is divided in several categories depending on the reward given by the [[Seer's Hut]]. | ||
* Maximum on the map: unlimited. | * Maximum on the map: unlimited. | ||
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Each group is generated as follows. A random number '''total_value''' is generated within the value range of the group's treasure category. Then, an object with a value between '''total_value / 4''' and '''total_value''' is randomly selected among valid objects for this zone. The probability for an object to be selected is proportional to its frequency. | Each group is generated as follows. A random number '''total_value''' is generated within the value range of the group's treasure category. Then, an object with a value between '''total_value / 4''' and '''total_value''' is randomly selected among valid objects for this zone. The probability for an object to be selected is proportional to its frequency. | ||
Then, as long as the value sum '''group_value''' of already generated objects meets one of the conditions '''total_value - group_value & | Then, as long as the value sum '''group_value''' of already generated objects meets one of the conditions '''total_value - group_value < 1500''' or '''group_value < total_value / 2''', another object with a value between '''0.25*(total_value)''' and '''1.25*(total_value - group_value)''' is randomly selected and added to the group. This process is repeated until none of the 2 conditions are met, or no valid object can be found within the requested value range. Object groups can be made of a single object. | ||
=== Objects and Connections Guards === | === Objects and Connections Guards === | ||
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* It is recommended to ensure that in each zone, there is a sufficient number of one-cell objects - that is, with a single trigger cell and without obstacle cells (for example, Resources, Artifacts, [[Pandora's Box]], [[Serpent Fly Hive]] and fit into treasure ranges. Otherwise, due to the amount of obstacles in the zone, RMG cannot place large objects properly, and may interrupt object generation, leaving some areas empty. | * It is recommended to ensure that in each zone, there is a sufficient number of one-cell objects - that is, with a single trigger cell and without obstacle cells (for example, Resources, Artifacts, [[Pandora's Box]], [[Serpent Fly Hive]] and fit into treasure ranges. Otherwise, due to the amount of obstacles in the zone, RMG cannot place large objects properly, and may interrupt object generation, leaving some areas empty. | ||
* For external dwellings, for [[Pandora's Box]] with creatures, and for [[Seer's Hut]] quest artifacts with creatures, value cannot be customized. It is calculated based on the number of zones with towns/castles of different factions. But you can adjust the treasure ranges of zones so they include required values. | * For external dwellings, for [[Pandora's Box]] with creatures, and for [[Seer's Hut]] quest artifacts with creatures, value cannot be customized. It is calculated based on the number of zones with towns/castles of different factions. But you can adjust the treasure ranges of zones so they include required values. | ||
* External dwellings, [[Pandora's Box]] with creatures and [[Seer's Hut]] quest artifacts with creatures can be generated only in zones where [[#zone_faction|zone faction]] is the same as creature faction. But it is possible to [[#force_neutral_creatures|force zone faction to be neutral]]. | * External dwellings, [[Pandora's Box]] with creatures and [[Seer's Hut]] quest artifacts with creatures can be generated only in zones where [[#zone_faction|zone faction]] is the same as creature faction. But it is possible to [[#force_neutral_creatures|force zone faction to be neutral]]. | ||
* Sometimes an object is rarely generated due to its low frequency. Increasing object frequency increases the probability of generation. | * Sometimes an object is rarely generated due to its low frequency. Increasing object frequency increases the probability of generation.{{keywords}} | ||
== See also == | == See also == | ||
* [[Mirror Template]] | * [[Mirror Template]] |