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  #1  
Old March 18th, 2007, 10:29 PM
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paradoxharbinger paradoxharbinger is offline
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Default Re: new map generator

@drP

like the ideas. i hadnt thought about expanding on the terrain types yet, but i'll keep it in mind so that i don't have to rework everything later.

btw, could you expound on tmask ter #? nt sure what youre looking for here

@gandalf

i didnt list the commands in the readme because i set up a web page listing them. i'm a bit lazy, so you'll have to forgive me. you can find most of the commands here.
the commands that i've added since v0.50 are in the changelog, i havent gotten around to updating the site on account of school sucking at my soul, but it'll be updated eventually.
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Old March 19th, 2007, 09:56 AM
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Default Re: new map generator

Well, right now, if a province contains a lot of forest, it's bitmask gets bitwise-or 96.

Well, suppose you don't want forests - you want magic-site-richness. Or smallness. Or waste+swamp.

You could go
#tmask forest 96

And anything that the mapgen assigns as "forest" would now be swamp+waste (mask 96) instead of forest (mask 128.)

There are any number of reasons why you might want to swap out the existing terrain types for other combinations; I'm working under the assumption that this would be easy to code - if not, don't worry about it.
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Old March 19th, 2007, 12:07 PM
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Default Re: new map generator

so you want something like this?

int changebitmask(int mask, int oldmask, int newmask)
{
if( mask & oldmask == oldmask )
{
mask &= ~oldmask;
mask |= newmask;
}
return mask;
}
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