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Old October 3rd, 2006, 06:13 PM
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#patrol

This would allow for castles to be added to the map and the units placed there to be put on patrol instead of inside and on defence.

The way it is now, a castled province is actually weaker. It can be taken by a single scout and then taxed to death.

edit: this is no longer a major item since (A) the #defence command for maps does create PD as far as catching stealth units, and (B) the idea of defender vs patrollers inside/outside of castles seems to be able to be faked using a specific sequence of the #owner command.

terrain markers

There are projects going on for automated naming or automated placing of provinces. We can find specific terrains but its hard to find specific features.

Such as DomMap added. Such as L4 would say that its bordered by 4 land. If its a water province then it can be named a pond or lake. If its a W4 marker on a land province then its an island. A W3L1 might mean a penninsula. It would also make it easier to auto-find chokepoints and dead-ends

Since the map-generator "knows" this info when it makes a map then it would be nice if it recorded it

edited: downgraded since various 3rd party programs have popped up to do most of this. They can read a map and add markers.

#ifavailable X

The map is "digested" after all of the gods are turned in, and a fthrland file is created in the game directory for the game to play off of. At the moment things are abit confusing because a game-start screen will show ALL of the nations available, and it will let you pick any of them. But if you select one that is set as an AI in the map commands then your choice is just ignored which you dont find out until later (this is on server games).

If we had a command that could set an AI into the game IF its not taken by a human player then some fun scenarios could be created. A map could fill ALL of the AIs allowing players to choose what they want and then filling in everything else with computer players.

Edited: this is very low if at all. Due to the sequence that maps are processed. In a local game, the map is selected and then the players join. In a server game the players join and then the map is selected. There are a number of map and server commands which act differently in local and server games due to this. It would take a major rewrite of the entire software to fix these problems.
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Last edited by Edi; August 26th, 2008 at 03:27 AM.. Reason: Added prefix
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