I don’t think that I’ll able to point something that isn’t obvious, but here what I thought when tested few maps.
Looks like it’s don’t handle large zones well, sand terrain (when there no town at least) look like actual desert. Also it’s looks like on small maps there usually high-level monsters block passes between different part of same zone, but on larger there just too much of empty space when there not enough zones. So might be you want to separate settings for in-zone guards and guards on zones connections.
While you expose guard strength settings it’s looks like there not yet option to leave banks that have guards on their own unguarded. And IMHO guards still need to be adequate for the reward even if different sectors have different strength scaling.
PS: You can also remove my “fdgdfgdf” crap since I didn’t expect you saving it on server-side when creating it.
And yeah what I’m really like about your generator so far is how maps (with right sector size) looks visually appealing. I suppose you put reasonable amount of effort to make it use right sets of objects especially on sector borders and this is what VCMI generator lack.
BTW we recently merged our map format support and @AVS implemented random map saving. So if you wish you can enable map saving in settings.json of VCMI daily builds:
It is all configurable - the ‘Desert’ zone type produces hollow sand desert with cactus because of the settings:
Obstacle% = 5 means there will be only a few obstacles in the zone and Obstacle Spread% = 5 will spread this few objects guite a bit.
The doodad settings have decorative % = 0, meaning there will only hollow sand tiles.
Then there are two doodad groups the first one will affect the zone borders generating only mountains if possible(the rest will be filled at random).
The second doodad group tells to generate in-zone cactus, bush, sand dune…
You can play with these to make the theme different.
As for objects, there are no default guard strenghts you need to create a object group and assign a guard power with a specific value, where 0 is undefended.
Zone connection settings only affect guards between zones.
I will also check your editor for random maps, do I need any special requirements to run vcmieditor.exe?
If it’s all configurable and there actual way to set appropriate guards that’s nice. Probably you need some more example templates since it’s could be a bit complicated.
No, just make sure gamepath.txt in directory with editor contain valid path to VCMI directory (do not unpack it into directory with VCMI binaries). And it’s can of course load H3M maps as well.