Thread: Cradle map bug?
View Single Post
  #6  
Old May 31st, 2004, 06:10 AM
Edi's Avatar

Edi Edi is offline
National Security Advisor
 
Join Date: Oct 2003
Location: Helsinki, Finland
Posts: 5,425
Thanks: 174
Thanked 695 Times in 267 Posts
Edi is on a distinguished road
Default Re: Cradle map bug?

The #nostart command is not necessary in the map file if the appropriate provinces have been specified as nostart ones in the map editor. The map editor adds that info into the #terrain command.

IIRC, the terrain types were as follows:
0 Plains
1 Small province
2 Large Province
4 Sea
8 Fresh Water
16 Mountain
32 Waste
64 Swamp
128 Forest
256 Farm
512 Nostart
1024 Many Sites

You just add together what you need, and that's the terrain in the province. E.g. a province with both forest, mountain and fresh water (lake or river) and that had many sites and was nostart would be 8 + 16 + 128 + 512 + 1024 = 1688, so the terrain command would look like #terrain 1688.

It annoys me that the Last two of those options were left out of the mapedit.pdf, because they would come in real handy when manually editing map files later when you can't use the map editor anymore (because it wipes out everything else).

For the Cradle of Dominion map, the correct map file that you want is Cradle2.map, it has all the terrain bugs fixed, the cradle_fixedmap.zip was useless. Even the Cradle2.map has one bug, there are two forest provinces that should be neighbors but aren't at the eastern edge of the map just north of the bridge leading to the wastes that taper down to the southeast corner. It's easy to find with a test game with the neighbors filter in use and then add the appropriate #neighbour X Y line into the map file. I just don't remember the province numbers out of hand, though.

Edi
Reply With Quote