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Map Editing question
I am pressed for time as I am trying to get a map ready for a game that was to start yesterday. So I apologize in advance if this question has been answered somewhere already. I did not see an answer in the modding manual.
To compensate for 1 starting spot only having 3 neighbors, i wanted to give one of the neighbors a resource boost. Is there any way to edit the map file to add a resource bonus to a province? Like an iron mine or just a simple command to boost the resources of the province by 50? |
Re: Map Editing question
#knownfeature <site nbr>
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Re: Map Editing question
Thanks Edi. You are, as usual, a wealth of information, and very patient with us less fortunate slow learners.
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Re: Map Editing question
You have probably already located it, but just in case:
252 Great Iron Mine frq 0, lvl 0, type Earth, res 100 So, #knownfeature 252 |
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In this case, it's that I was a mapmaker long before I was the DB master, so I learned almost all map commands except the god related ones by heart. |
Re: Map Editing question
Since there's already a thread about map editing questions, here's a small one; Are the terrain masks for map-making the same as the ones listed in the DB for locmasks of sites?
(Working on a random map generator for fun http://forum.shrapnelgames.com/images/smilies/happy.gif ) Those are: 1 plains 2 forest 4 mountain 8 waste 16 farm 32 sea 64 coast 128 swamp 256 deep sea 512 cave In case you don't feel like checking what the DB says. (And of course, if not, what are they?) Sadly, all that mapedit.pdf says is "You should use the map editor to set these values is it would be very difficult to do it by hand" http://forum.shrapnelgames.com/images/smilies/frown.gif |
Re: Map Editing question
No, the terrain masks for maps are not the same as the site locmasks.
0 = plains 1 = small province 2 = large province 4 = sea 8 = fresh water 16 = mountain 32 = swamp 64 = waste 128 = forest 256 = farm 512 = nostart 1024 = manysites That's what I managed to gather on a short notice offhand. I don't have Gandalf's terrainmath text file. That had all the references. You can do a test map where you put all the remaining terrains one to a province and then check the map file. Border mountain was some insane number, deep sea and cave must be 2048 and 4096 and then it starts going into the <magictype>site terrains with border mountain at the very end. |
Re: Map Editing question
Thanks Edi!
I don't know why I didn't think of the test map myself :S Just in case you were wondering, 2048 is indeed deep sea, 4096 is indeed cave, and border mountain is 4194304. I'm not really sure what happens in between, but I'm guessing it's not really relevant, since my randomizer probably won't use anything beyond 2048 (there won't be caves nor border mountains. At least not in the foreseeable future.) |
Re: Map Editing question
The inbetween stuff is firesite, airsite, watersite, earthsite etc etc for all magic types, including holy.
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Re: Map Editing question
the 1024 = manysites ... what's the percentage increase? |
Re: Map Editing question
SMALL=1
LARGE=2 SEA=4 SOMEWATER=8 MOUNTAIN=16 SWAMP=32 WASTE=64 FOREST=128 FARM=256 NOSTART=512 MANYSITES=1024 DEEP=2048 CAVE=4096 FIRE=8192 AIR=16384 WATER=32768 EARTH=65536 ASTRAL=131072 DEATH=262144 NATURE=524288 BLOOD=1048576 PRIEST=2097152 EDGEMOUNT=4194304 |
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Thanks again Edi, and thank you Ballbarian (though for some reason I keep thinking its Ballbrian).
And just so no one gets their hopes up, here's what my maps look like currently http://forum.shrapnelgames.com/image...ies/tongue.gif (attached) |
Re: Map Editing question
That looks suspiciously like the Middle East. Except it's somewhat green. http://forum.shrapnelgames.com/images/smilies/happy.gif
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Re: Map Editing question
Looks like you are off to a good start Agrajag. What language are you using?
(I was torn between Ballbarian and Ballbaby, and Ballbarian sounded more manly so I went that route. http://forum.shrapnelgames.com/images/smilies/happy.gif ) |
Re: Map Editing question
I am now confused by the masks.
What is the difference between "site location masks" and "terrain masks"? When I open a map file I see, for example, "#terrain 331 4194312" Which category does "4194312" fall into? I have never typed in that number. Whenever I want to change terrain types I just open the map editor and click away. (I'm a little less fastidious about province colors than most.) |
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That just proves that it can output maps that look realistic http://forum.shrapnelgames.com/images/smilies/laugh.gif Quote:
Though from a hard-core programming perspective you could argue I'm just using "OOP C" http://forum.shrapnelgames.com/image...ies/tongue.gif It'll probably look a bit better when I'm finished, but I'll get to beautifying it after I'm finished with the province setting stuff and with the border-determining-and-drawing stuff. (Luckily I've already got some algorithms in my head http://forum.shrapnelgames.com/images/smilies/happy.gif) |
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It is patently obvious that I've never used the site mask codes. I have only used #feature and #knownfeature.
You are going to have to walk me through this. Air and water site codes (from previous post in this thread) are 16384 and 32768 respectively, for a total of 49152. Using my example province, "#terrain 331 4194312", how would I put random air and water sites there? I see three possibilities: 1. Add the two values up - "#terrain 331 4194312" goes to #terrain 331 4243464 (4194312 + 49152) 2. Both are separate line entries - #terrain 331 4194312 #terrain 331 49152 3. There is a separate code for masks and used as a separate entry: i.e. (as a WAG) #terrainmask 331 49152 Personally, I am thinking choice #3. However, either way, I now am sure that this old dog won't be learning this trick. Thanks for your help Edi. |
Re: Map Editing question
The specialsite terrain masks just mean that in random site determination sites of those paths are favored.
#1 is the way it works. Final terrain mask is the sum of all applicable individual masks. Assigning sites by #feature and #knownfeature lock that site in stone, i.e. it's always there. The special terrain masks affect the probabilities of available random sites, so you are more likely but not guaranteed to get something. |
Re: Map Editing question
Thanks Edi.
I could see a use for using both codes, if I ever get much better at making custom maps. But all I do is adapt either existing or random generated maps. I like magic so I always set sites to 100 and I like to put the rare sites on the map, just to see what they do. |
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