-
Notifications
You must be signed in to change notification settings - Fork 1.6k
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Starting the game with certain parameters *always* gives marbles next to the spawning tile #7008
Comments
Nope, doesn't help. Still the same behavior. It seems to depend on the number of civs or something. If I reset to default parameters starting location is random. With number of civs at maximum or close to there I always get marble. |
I'd like to point out that this is not fixed. GitHub won't allow me to reopen, but that's what I would do if I could. |
It is fixed for me though? |
Have you checked the latest versions? |
Yes, 4.1.11. |
For me it's always the case if I set world size to "huge", number of city-states and civilization to maximum. With "sane" parameters I have never had a problem, even before your commit. As mentioned before, I suspect there is something fishy going on with map generator or start position distributor, when they have not so much space to work with (but still, on a "huge" map there is not that little space). |
More precise details: OP used Hexagonal no world-wrap, map generation type now called Pangaea? Resource Setting: Default. Quotes:
So - @SimonCeder says: "Intentional!" |
The actual effect is in that "Fifth" block: candidateLuxuries will be built once per region, from four sources, each shuffled - but the entire candidateLuxuries won't be shuffled. And in the described conditions. the first source randomLuxuries is always empty, while the second - surprise - specialLuxuries - contains exactly those with that Unique. That's why each region gets that one extra Marble, and it reliably ends up near the starting location because tilesToCheck = startPosition.getTilesInDistanceRange(1..2) I can't really second-guess the meaning of all that code, though I suspect it's mostly a port of cpp sources. Options:
|
This issue is stale because it has been open 90 days with no activity. Remove stale label or comment or this will be closed in 15 days. |
I need to double check this, but I wouldn't be suprised if this should be closed as wontfix/working as intended |
This issue is stale because it has been open 90 days with no activity. Remove stale label or comment or this will be closed in 15 days. |
This issue was closed because it has been stalled for 5 days with no activity. |
Version
Git commit f80fc78.
To Reproduce
Steps to reproduce the behavior:
Saved game (example)
Expected behavior
Starting surroundings should be random. Yes, there are many players and city-states, but not so many as to run out of space on a huge map.
While this is not a bug per se, as everything seems to work normally afterwards, it potentially indicates that something goes fishy in terrain generator.
The text was updated successfully, but these errors were encountered: