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* Current map generation is extremely dependant on specific terrains existing in the ruleset. This attempts to eliminate those dependencies. All changes indicate areas where a crash occured before the change. I still encounter problems in generateRegions when trying to generate a map with no water tiles - @SimorCedar I think the splitRegion doesn't like the fact that there are land tiles on edges of the map? * Split 'equal fertility' regions as close to the center as possible Also, don't crash if no luxury resources are defined |
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| build.gradle.kts | ||