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RandomParadox v0.10.0

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@panik4 panik4 released this 25 Jan 20:48
· 400 commits to main since this release

Included from FastWorldGen

Bugfixes

  • province loading
  • province loading causes no port exit in location gen
  • maximum land height not respected
  • waterports now clear when loading ports
  • fix continent loading to ignore all water pixels, assign provinces to the best matching instead of first continent
  • many other small fixes...

Features

  • png write should have a log message to output the path it writes to
  • new land input mode using a "simple heightmap"
  • apply altitude effects on simple temperature input
  • apply altitude effects on simple humidity input
  • more selecteable presets for heightmap
    • low randomness
    • medium randomness
    • high randomness
    • continents
    • atoll
  • border mode:
    • detect all contiguous areas, independent of colour
    • ignore black pixels
    • give all of these contiguous areas a unique colour
    • run the expansion into the black borders by land mask
  • use border mode for segment/supersegment/provinces input
  • helper images/better loading:
    • black borders will be filled according to areas given (e.g. land/sea distinction for supersegments, or none at all for heightmap)
    • export template files to "templates" folder:
      • templates are: land/sea mask/worldmap/typemap
  • Segments/supersegments/provinces
    • loading mode where it just finds all areas that are between black borders
      • independent of colour, makes predrawing easier
    • template creatiom
      • for segments template, use supersegment borders
      • for provinces, use segment borders
  • Fwg::Areas::Area now holds locations
  • Fwg::Areas::Area now holds neighbours as Areas
  • Refactor all Areas that tracked neighbours
  • Navmesh update: refactor navmeshgeneration to take a structure that maps locations to Fwg::Areas::Area
    • allows us to pass in all areas
    • this allows to use a subset of locations per Fwg::Areas::Area.
    • we no longer iterate over regions->locs, but instead over the mapentry of the region_ptr to a list of locations.
    • we can still use the "neighbourhood" mapping we used before, where we accessed region->neighbours->their_locs
    • sparse network generation:
      • allow inputting nodes into graph based ONLY on province centers
      • "preinput of mesh", in which we integrate the locations as usual

Included from ArdaGen

  • dragging in topography images causes auto load of all locations
  • force continent generation before civilisation
  • fixed low average development

Features:

  • use border fill and area detection for country loading
  • strategic regions loading
    • use border fill and area detection
    • template generation:
      • give the state map as a template
      • random partitioning is no fun, as it will not be accurate
  • country visualisation (so the output can easily be loaded again)
    • with black borders
    • without black borders
    • showing states/provinces (with country borders)
  • async load of strategicregions
  • reposition button strategicregion borderinput
  • fix country loading inaccuracies
  • visualise country image water not as black
  • Changed urbanisation/agriculture calc, Based it on locations
  • Civilization rework
    • separate loading of location types
    • loading ports
  • Overlay type loading
    • topography resets locations

Rpx general

  • maximum map size limit per module
  • Refactor modules to do less, until finally remove them

Hoi4

Bugfixes:

  • fix crash on loading a states textfile due to empty lines not being handled
  • add at least one airbase per country, even if they don't have air tech
  • fix invalid techs:
    • basic_medium_battery
    • basic_medium_shell
  • do not allow naval industry increase in non-naval state
  • fix stratregion bug, where no land strategic regions are found
    • was this: strategic region poissondisk start points sometimes fails with 0 points
  • clear units of countries when evaluating details
  • reduce amount of units
  • unit numbering fix
  • VPs placed on important cities
  • ensure port is placed in province with coast access, preventing state errors for naval bases
  • ports placed on port locations (if present)

Features

  • Added coal
  • increased base navy amount
  • Hoi4 Logistics are a mess
    • rework based on connection graph
    • cross-country connections
  • localisation for all languages
    • english default, but at least there is SOME loc instead of just the localisation keys
  • generate localised factions
    • a few, so generic mod can have nations join them
  • Hoi4: Refactor political system to enum and map<political system, popularity>
    -country input can now be loaded after image, and always on top of current countries.
    • just changes country details
  • redesign finalise tab
    • clear separation between UI

General UI

  • Labeling in terrain tab:
    • Shift select multiple
    • click image to select
  • Labeling in climate tab:
    • Shift select multiple
    • click image to select
  • make heightmap config preset selecteable
  • click on land input colours to label them
  • better order of land input labels
  • development made more clear
  • extended button descriptions