Yes, using the byte for that information is possible. I guess we could make it a bitmask for feature requirements. Here is a suggestion based on that:
0000 0000 = 0x00 = no special requirements, playable in original game's Unlimited Play
0000 0001 = 0x01 = no players set, must randomize player starting locations to be playable
0000 0010 = 0x02 = requires seafaring
0000 0100 = 0x04 = multiplayer map (0x02 or 0x08 must also be set, because regular multiplayer maps are OK in Unlimited Play)
0000 1000 = 0x08 = extended object and texture information
This still leaves four bits unused for flagging future feature requirements. That is also enough space to store a value from 0 to 15.
Edit!
Also maps that allow building roads etc. through borders are troublesome to the original game as they just don't work. Ships can travel through borders, but building roads does not work.
Setting a HQ to a map's border position probably also crashes the game, but I haven't tested that yet.
Savegame information comes when it comes... probably not going to hurry too much with it.
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Settlers II.net admin
Editiert von
Merri am 09.09.2012 00:50