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February 16th, 2006, 11:23 PM
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Corporal
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Join Date: Jun 2005
Posts: 50
Thanks: 27
Thanked 9 Times in 6 Posts
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Re: map gen codes help
Thanks, Andy, Don. I had found the map gen help but didn't understand the part about how one number might overrule another. This makes it much clearer why I'm getting the results I get.
I love making maps as I was a property-plat map-maker/cartographer once right after discharge and a surveyor party chief before I joined the service. I think this version and the old v3 version map generator is one of the best features of the game. The generator makes a good base map and I do save them to work them up for tons more detail. I was just looking for a few shortcuts. ;-)
I haven't mastered the urban fill feature yet to get realistic outcomes, nor the best road situations. The one thing for your programmers to be proud of is this most recent version have by far the best water features yet--water flows downhill and through valleys.
Thanks for the quick response. I have several maps I can post but I've never got my zip stuff to work.
carp
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February 17th, 2006, 01:52 PM
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Shrapnel Fanatic
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Join Date: Mar 2005
Location: GWN
Posts: 12,617
Thanks: 4,058
Thanked 5,816 Times in 2,870 Posts
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Re: map gen codes help
Quote:
carp said:
I haven't mastered the urban fill feature yet to get realistic outcomes, nor the best road situations. The one thing for your programmers to be proud of is this most recent version have by far the best water features yet--water flows downhill and through valleys.
carp
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Attached you will find an example of a quick way to build a decent looking small city in a hurry. This *was* built quickly. It took me about 10 minutes to do the entire example but the basics are there and if a bit more time is taken you can create an interesting town quickly. Start with the city center then build the spokes of the wheel then fill in the spokes and add a few specialty buildings then flood fill from the center with stone buildings and you'll have a town in no time. It's not "historical" but if you need to make something for a PBEM it's quick and interesting
Don
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February 22nd, 2006, 09:58 PM
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Corporal
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Join Date: Jun 2005
Posts: 50
Thanks: 27
Thanked 9 Times in 6 Posts
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Re: map gen codes help
That's a pretty map. And it looks like there will be lots of ways to play on it.
danke,
carp
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February 23rd, 2006, 06:11 AM
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Major
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Join Date: Jun 2005
Location: Kladno, Czech Republic
Posts: 1,176
Thanks: 12
Thanked 49 Times in 44 Posts
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Re: map gen codes help
At the map gen issue, I have to say just "Good work". I remember some time ago, IIRC with the last version of DOS SPMBT, I was creating a real-life map of the military training area Libava with quite deep canyon f a small river and then I played one battle against the AI an the terrain was almost as good as that RL map;o)
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February 23rd, 2006, 10:18 PM
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Corporal
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Join Date: Jun 2005
Posts: 50
Thanks: 27
Thanked 9 Times in 6 Posts
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Re: map gen codes help (now OS help)
My absolute bad on the map you sent me, Doug. I was looking at the wrong map because I seem to have developed a weird machine hiccup.
I have two hard drives with WinXP on one and WIN 98.2 on the other from the days of WinME when I needed a stable system for SP. I loaded WINSPMBT on both systems, but rarely play on the W98 drive because XP is so stable. When I copied your map to my D: drive (the XP drive) and opened map 217 I got the fully finished 217 that comes with the game witht he city in the center and didn't realize this was the old map. I thought this was the one you sent me. What has happened is somehow my D: drive, XP version is grabbing maps out of the C: drive files. I found this out by putting the map you posted in the C: drive game and opened it there and got a totally different, smaller map. Now when I open map 217 from the D: drive I get the one you sent and not the one that came with the game.
Anyways, simplified, my problem seems to be what I save when I play the D: drive game is somehow saved to the C: drive. Is there a pathway I could have corrupted?
carp
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