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-   -   Who wants a map/scenario editor ? (http://forum.shrapnelgames.com/showthread.php?t=32938)

Capt_Jack January 28th, 2007 12:31 AM

Re: Request for help
 
How about a print map command that will print with the province numbers. That would certainly help me with map mods.

From an earlier post , I got the impression that you were using some symbols in the map mods that did unique things like randomize. Are those in the Mod manual or are they unique to your editor?

If they are unique, what are they?

Jack_Trowell January 28th, 2007 05:52 AM

Re: Request for help
 
Quote:

Capt_Jack said:
How about a print map command that will print with the province numbers. That would certainly help me with map mods.


Hum, I could have a special mode where onlye the map with the number is shown if you really wants to print it.

But note that my mapp editor will have when complete support for *all* existing map commands, meaning that you will be able to use it to make any map scenario.


Quote:

From an earlier post , I got the impression that you were using some symbols in the map mods that did unique things like randomize. Are those in the Mod manual or are they unique to your editor?

If they are unique, what are they?

http://dominions.realites.org

It use functions writen in perl to add random commanders/units (based on a Yabasic script from Gandalf Parker), and another function replace a province with one from a special preset provinces list that match some requirements.

So no there's no existing command from illwinter that use random informations if that's what you want.

Note that my map editor will include options to randomise provinces like my map validator do (using the same functions), and if you have suggestions of some other features or options ...

Capt_Jack January 29th, 2007 01:05 PM

Naming Function
 
OK , I will make a suggestion. It will keep me from writing it myself.

Problem: Provence numbers and names are used inconsistantly by the messaging log. On large maps, the names are duplicated and messaging does not (or rarely) use province numbers. searching for something by province number can be a hassle because the numbers array horizontally instead of closest.

My Solution; Name the Province and the Kingdom (i.e. Sleepy Hollow, Avalon)
Names can repeat in different kingdoms. Each Kingdom uses a different letter for the first character.

Limitations: Nation Overview can only display 16 characters (at least on OSx).
If the Province name and separator are kept at 15, the 16th character will always be the first letter of the kingdom. Other display locations can go to 35 characters.

Programming challenge: finding and grouping neighboring provinces into kingdoms. Remember #neighbors only list a connection once on the earliest ocurrence.

Jack_Trowell January 29th, 2007 02:50 PM

Re: Naming Function
 
Quote:

Capt_Jack said:
OK , I will make a suggestion. It will keep me from writing it myself.

Problem: Provence numbers and names are used inconsistantly by the messaging log. On large maps, the names are duplicated and messaging does not (or rarely) use province numbers. searching for something by province number can be a hassle because the numbers array horizontally instead of closest.

My Solution; Name the Province and the Kingdom (i.e. Sleepy Hollow, Avalon)
Names can repeat in different kingdoms. Each Kingdom uses a different letter for the first character.

Limitations: Nation Overview can only display 16 characters (at least on OSx).
If the Province name and separator are kept at 15, the 16th character will always be the first letter of the kingdom. Other display locations can go to 35 characters.

Programming challenge: finding and grouping neighboring provinces into kingdoms. Remember #neighbors only list a connection once on the earliest ocurrence.

Hum, changing province name is not hard at all, but if I understand your idea, you would like to have a script automatically assign the knigdoms.

Question : how do you define what a kingdom is ?

On maps like "Tyrande", an human can see where one region or kigdom start and name the province manually, but a script only know the provinces location and neighbours.

I already have a function that give the list of a province neighbours, up to a certain distance (so for exemple all the immediate neighbours and their own neighbours). I could use that to make a pseudo kingdom around an important province (maybe provinces set as "large") , ignoring province already affected to another kingdom ?

But of course this wouldn't be as good as naming the province manually.

If all goes as planned, my next big update of the map editor should be for the release of the first beta where it will be at last possible to submit your changes and get the edited map code.

The editor will still lack the part allowing to add/edit commanders/units./Features, but general map and province features should be available (for exemple you will be able to change province names)

Capt_Jack January 29th, 2007 11:04 PM

Re: Naming Function
 
The Kingdoms would be an arbitrary grouping used only to help locate provinces on the map. Create 50 province names and 20 kingdom names for a 1000 province game. Create 100 province names for a 2000 province game. Every province would have a unique name.

If you are playing "in character", it would portray the territories of an earlier time.

Jack_Trowell January 30th, 2007 09:36 AM

Re: Naming Function
 
Ok, if it is abitrary, without regards for the map visible or natural borders, I might just select some province and create the "kingdoms".

I'm currently too busy working on the beta release of the map editor and won't have much time to work on the kingdom idea, but it should not take long to do (I hope).

Jack_Trowell January 30th, 2007 09:51 AM

Re: Naming Function
 
Update on the map editor :

By the end of the week , I hope to have a first beta version available of my map editor.

Features list :

- select a map among those availables (for now) [100% done - available in the demo of the editor at http://dominions.realites.org/map_editor ]
(I will try to have all popular maps as well as some interesting random ones)
- select an existing map file for this map, or upload your own one. [100% done - available in demo]
- select a province by clicking on its number [100% done - available in demo]
(unselect by clicking again on the same province, or by clicking on the map)
- select (and unselect) neighbours by clicking on them when a province is selected[100% done - available in demo]
- select province terrain types [100% done] (done, but not in the demo version yet)
- show draggable province info panel when a province is selected [75% done] (my current version has full terrain types support, and I will add before the beta support for other provinces general infos, but commanders and features will probably have to wait for the second beta) (not available in demo yet)
- show dragable map info [90% done] (missing : predefined AI players and alliances, and special victory conditions. They will not be implemented for the first beta)(not available in demo yet)

Velusion February 3rd, 2007 04:22 PM

Re: Naming Function
 
Awesome work! Keep it up. I'll be using it!


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