You can use it under GPL, if original author agrees.Andrettin wrote: Thanks for modifying the rock, it looks nice, but unfortunately it's licensed under the CC-BY-SA 3.0 instead of the GPL 2.0. I mean, since graphics and code is (according to my understanding) "mere aggregation", it is legally fine to include CC-BY-SA 3.0 graphics in Wyrmsun, but it is nicer to have everything under the same license for simplicity's sake (I did include some CC-BY-SA 3.0 sound effects, but I intend to have those replaced eventually with suitable GPLv2/CC0 alternatives). I wrote a message to who posted the original graphics for the rock to see if they would be ok with a GPLv2 license. If he accepts, would that be ok for you as well? In any case, I darkened the rock a bit and removed the green pixels surrounding it, I think that makes it fit better in the game
Cliff's south transition can be easily be resized by simple moving layers of pixels and a little cleaning.Andrettin wrote: Wyrmsun already has a forest tileset, which was made with graphics by b_o and Jinn. That grass with cliffs looks good though, thanks for posting it and making those edits =) The editing and recoloring you did makes those graphics a lot more fitting with the rest of Wyrmsun's graphics than the original ones. The angle of the tiles also seems appropriate, too. The problem however is that to make use of new grass tiles is that they would need to have transitions to dirt tiles, so that they are compatible with the rest of the tilesets (and they would need a "solid" grass tile too). I think that it would also be better if the cliff's south transition didn't require two tiles, to make it equivalent with the north transition space-wise. I would like to add cliff tiles to the game eventually, as that would make maps look more realistic, and could result in interesting mechanics related to cliff height.
Actually, my map generator was initially integrated with Stratagus, completely with GUI to it. The idea was similar to Wyrmsun. I've just scrapped it back in 2006, due to the dissatisfaction Lua and C++. Back then I also had a lot of improvements to pathfinding and AI. For example, AI colonized islands (if they had gold or lumber), attacked only when it had enough troops to defeat opponent, patrolled perimeter of the base and gathered all troop for defense, when attacked. This was a pain to do with C++.I wrote my random map generation code in Lua, but I should probably move it to the executable at some point to make it faster. Implementing reachability analyses would be a good improvement as well.
Nope. It works due to the way it hierarchically places rock, forest, land and water, and where it place peasant it check space for gold mine and farm and town hall.Did you do that for your map generator? I'm going to take a look at your code to see how you implemented the generation.
List processing and code as data, I had nightmares with map loading in Stratagus and saving AI's state. While my entire WC2 implementation in Lisp, completely with GUI, was under 1000 lines of code ( https://github.com/saniv/symcraft/tree/master/historic )What are the advantages of using Lisp instead of C++/Lua? I'm not very familiar with it.
As of now, I'm not using Lisp, but my own dialect of it, called Symta, which doesn't use garbage collection to be as predictable as C++, yet it manages to automatically free stuff like lists and arrays.