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Did you... read beyond the first paragraph?
Starting distance option doesn't exist.
Volcanic should only appear on expansion islands, or as extensions of very large continents. However i even had about 3 maps in a row where half or more of my starting island was volcanic, so less than one screen of regular sectors to build on. So this may or may not be a bug in the RMG code, either way requires some kind of fix that the current game doesn't offer.
"Passive-aggressive behavior is characterized by (...) Pretending not to understand"
You know exactly where the button is in AOW3 for the starting distance. This is not a miracle or requires a mod.
Who said that terrain should be connected to the starting distance? All i suggest is that the RMG works like it is supposed to, i.e. not placing players in areas where the only option is to colonize a lot of volcanic terrain. Talking about the default planet type, of course.
I also didnt talk one bit about starting distance, which ironically is the top half of your op and as I said I didn't find worth discussing. So ♥♥♥♥ off about your passive aggressive ♥♥♥♥ and learn to read, thanks. 😁
If it's any consolation, I understood your OP fine. :)
I'm really surprised that 1. Starting distance, wasn't already an option. So, seconded as a request if that's what it was. It worked great in AOW3.
Re: 2. The default planet type is Imperial World (it says 'Default' after the name!), so no idea what 'different opinions about the default world settings' is supposed to mean.
If it worked as in AOW3, it would be great, but it seems for now, you could change 'Clime Layout' to 'Noise', so that you get randomly distributed individual volcanic sectors (as opposed to patches of volcanic sectors). If it's set to 'poles' and you get randomly placed near the middle, then it's more likely that you'll spawn into a volcanic clime.
In addition, by default on Imperial, volcanic is set to frequency of 20. That could be reduced down to 10, or 5 or even 0?
I'm sure after 500 hours you already knew that anyway, just saying, but again if 2. is a request, seconded too.
2. It is already customizable. Disable volcanic if you don't like it.
You just need to use simple modulus integer arithmetic to account for the overflow or underflow at the sides, to maintain an equal distance.
If you go to past the largest X coordinate east, you start back at the smallest X coordinate in the west- and vice versa.
With edge wraparound, If you're at one extreme edge you're also closer to coordinates on the other edge of course at the same time.
So, it gives you less room to 'manoeuvre' so to speak to make it fit the near, far, distant setting, but not impossible.
So basically our task is to put N players on that cylinder. Let's use N=4 for simplicity. Equal distance between players means we have a square and that square can have different size depending on starting distance option. Can you put a specific square inside a rectangle so it would be a symmetric figure? Yes. But the square should have specific size. If you change the size, it will no longer be symmetric. For instance, if you have rectangle just a bit larger than the square, some players will be almost adjacent to each other (after folding the rectangle to create cylinder out of it).
Yet I cannot see how to make a map with 12 players fair. In aow3 it was easy, they could use a regular polygon. It won't work for planetfall of course.