Enemy Nations map resource generation on large worlds is a bit too random, and often generates substandard resource levels.
I have noticed on all too many an occasion, that Enemy Nations will quite often on moderate difficulty worlds generate map resources that are far below par for what you'd expect to fight with. These problems relate to the Enemy Nations game I have installed on my PC, and I do not know if rebuilding the source code alone would eliminate these problems, although examining it would indicate that some problems got 'designed' in. I have no idea why Windward would design map problems in, and if there isn't really sufficient incentive to keep them in, they should be eliminated for an improved overall gameplay aspect.
Examples include the following:
1. Too little of oil, coal, or iron, or lumber.
From what I have seen, it would appear that the map generator sometimes will give you a starting square which has very little usable resources generated in it. I play Trisekan a lot, but even I don't expect them to get sustainable lumber out of just 7 tiles of lumber clumped in one spot.
2. Large world maps not reaching a proper definition of 'large'.
I understand that large world maps reach a certain amount of tiles in size, however, what I do not understand is when your landing area extends to over 3/4 of the blacked-out area not visible on a large world map. I like my large worlds to be spread out a bit so that the computer AI has enough distance that I can do a buildup that takes time on many problem maps. (More detail on this in point 3 below.) I like my large worlds to be having an aspect that looks visually to be about 1/4 to 1/3 of the blacked-out area.
3. Problem maps which have problems (subcategorized below) relating to the slope of the terrain, terrain spikes, unbuildable resources, too many mountains etc.
Enemy Nations has a very capable map generator, a lot of the time it seems to generate incorrect maps. Such examples include:
(A) Very good looking iron deposits located next to the water slope - or on mountainous terrain - and on steep terrain which does not allow for a lot of mines to be placed unless you're willing to destroy half the site by demolishing building foundations for what little return can be accomplished.
(B) Terrain spikes in particular can be horribly difficult to remove. Even if it costs up to 3/4 additional build time, I would prefer to see the ability to remove terrain spikes IF a particular deposit or location is needed for production rather than have a terrain spike make it totally unbuildable. This seems to have been designed into the map generator Enemy Nations currently uses. Why? All it does is frustrate and inconvenience my single-player games, and I'd like to see terrain spikes disappear, especially since in the real world they'd just bulldoze something that small flat within a day or two.
(C) Mountainous terrain falls into two categories: (i) too many mountain tiles on relatively flat map areas usually with resources on them and (ii) mountainous regions of the map which end up with an otherwise very good and wanted resource allocation on them.
(D) Terrain which undulates a bit too steeply. Often I have found myself wondering why the swamp area on a large world needs a lot of time to place good oil mines on which I am after a lot just to speed up the end-game itself. I have noticed a lot of the time that this is due to rather steep mountainous terrain which allows for very little or no mine placement unless it gets hammered flat with a lot of building demolitions.
That concludes this question for now, hopefully Andy will have some ideas here. What I really want to know is which source files in Enemy Nations would be needed to load and decompress .en game files so I can see if I can make a map editor myself for them.
Cheers ...
Geoffrey Hyde
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