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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 |
Re: Map Editing question
Quote:
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? |
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