map random seed

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L4cus
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map random seed

Post by L4cus »

basically a programation that allows skirmish maps become random following a model
this feature is used in lots of games of any kind
https://en.wikipedia.org/wiki/Random_seed
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Endru1241
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Re: map random seed

Post by Endru1241 »

Nope. Not really.
What you posted here is the link to wikipedia article on programming technique.
Precisely speaking - a way to implement random generation.

I may have some sort of idea what you may mean, but it needs proper explanation.

In many strategy games maps (maybe other things too, but it's not visible to the player) are generated by the engine using random seed initializer.
It's commonly either hex string or binary file of varying (depending on the game) length.
In some of them there is an option to save this random seed as a text to be copied (e.g. it's always displayed in some sort of game details or save details) or as a file.
I think that's what you mean. Am I right?
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L4cus
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Re: map random seed

Post by L4cus »

Yes :)
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Endru1241
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Re: map random seed

Post by Endru1241 »

So for current AoS game generation it would only save short string with some sort of saved data, that would normally be used to generate TC placement.
In most direct non-hashed way pairs of coordinates separated by some non-numerical symbol or just numbers with leading zeros to always use 4 digits for one tc placement.
Plus player positions.
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Harchie Hirondo
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Re: map random seed

Post by Harchie Hirondo »

Like the random map seeds in Minecraft when generating a new world?
Is that what you meant?
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v094517
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Re: map random seed

Post by v094517 »

There can be different Random generations (maybe a "Random" section, pre-existing maps can be loaded if generation is applied on it):

3. (Temporary?) Maps (terrain/decorations, teams) itself (only against ai/friends). Saveable if needed?

2. Starting units on pre-defined/generated map (only against ai/friends)

1. TC/player position on pre-defined map (already in game)/generated map (only against ai/friends)

Xp cannot be earned in these games? The friend multiplayer part can also be removed for balance.

Since balance is not important in these games, quick shorthands or set parameters may be:

1. Map Generation:
Continuous/discontinuous terrain/rearrangement of presets + auto decoration, symmetry, random player count/alliance/difficulty/already researched techs

2. Unit/Player Position Generation:
Moveable on terrain placed, total unit turn cost, symmetry, (current tc generation)

Achievements can be number of games won consecutively?
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