I can help with the observation, that it corresponds to using random spawn locations instead of fixed (numerated) ones ... it works more when using fixed spawn point locations. In addition to that it works if you just restart the map until the buildings appear.
PS:
I know others have strong opinions on how useless this feature is - to me it's certainly and empirically not.
With the help of the RMG the plurality of gaming options rises and so does the longevity of the game. At the same time one can implement new Tech-Structures like the civilian nuke silo and modified structures with new features only in your mod (!) [through the rulesmd.ini and rmgmd.ini], which makes it further interesting without manipulating each map - I make great use of it and my poor testers like it too One reason for me to switch to ares was that it can create urban areas on desert maps and that the ares RMG gaps map seperating rivers with bridges [good job]. It is interesting to see probability calculations come to creation of ever new maps (of course repetitive in other ways just as human created maps are sometimes repetitive in their meta-aesthetics)
I heavily modified the building and tech structures so that playing on a RMG map in this mod is a very unique and a fun-tactical experience with regrowing shroud capturable police stations that arent tech buildings and therefore fit the scenario nicely) with spotlights etc...
So I wrote this to shield myself from those arguments and hope to encourage this feature in future Ares stages.
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