Possibility to create larger maps is definitely splendid idea, however as you guys said, creating such maps would be resource consuming. For example I managed yesterday to create some big (I mean really big) maps:
300x300 tiles (unfortunately I forgot to measure the time of generation, but it was somewhere about 10 minutes or less),
350x350 tiles - generation time for this map was 20 minutes,
400x400 tiles - here the time was little longer - 40 minutes, and finally
500x500 tiles - this map generating was really time consuming - 2 hours 10 minutes.
Did you modified sources (or changed size of map in EXE by hex-editor?
Can you share also modified EXE?
I will play and try to create RMG template for big sizes of maps
Well, every time when I created random map I had to have precompiled binaries, because option to change random map size to any you want to generate in runtime is not implemented yet. I just had to change the two lines in lib\rmg\CMapGenOptions.cpp:
Fortunately there already was a clue left, so I could use it. If you want to create such a big maps then I think it will be better if you would try to do it yourself, because you would work on already fixed sizes of RGM, as it is on the code showed above.
Only if an option. I like the idea that there can be trash skills and useless artifacts. For artifacts there is a artifact merchant, and for skills there some day will be Market Of Time.
It’s all sorts of options wog and other. Yes, I know it would do in earlier versions, but never did. Nevertheless, it is not the original.
I take it all for the bug. It’s not a useless artifacts and skills. The same “eagle eye” for example very useless skill, but I did not touch him.
Talking about the map **without water **and water attributes. This is an obvious flaw. On that previous developers just not thinking.
But when you play on random maps, it is very frozen out. Just stupidity.