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  #21  
Old August 5th, 2008, 09:04 AM
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Default Re: New Map: Sha Bay

#setland = Adds to the province.
#land = Kills everyone for a clean slate.

You can set the poptype while using either command, but #setland will retain it's original defenders. You might end up with a barbarian province defended by lizards. If you used #land it would kill the lizards but you have to manually add barbarian defenders or it will be undefended as you have found.

#knownfeature

If you use the numeric index you do not want it enclosed in quotes. Quotes are only necessary when using the name of the site. (Rusty memory: Wasn't there a time when we could not place magic sites by their index? Is that still the case? Or am I thinking of items?)
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Province Editor - Custom province creation made easier.
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  #22  
Old August 5th, 2008, 08:57 PM
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Default Re: New Map: Sha Bay

thanks alot ballbarian i got things working how i want them (and better... the map scripting is fun ^^)

ok uploaded the final map (according to my plans)

let me know what u think
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  #23  
Old August 21st, 2008, 01:25 PM
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Thumbs up Re: New Map: Sha Bay v1.2 FINAL (well semi-final)

Very beautifull map, DakaSha

I've donwloaded it just now, and I'll try to find time to test. I'm a bit 'off game' theses times.

I really like the look & fell of your job .
I am really interested by the tools & the method of the map drawing. I'm planning to draw maps for a long time, but never be able to manage time to do it.

If you can answer my ask, I will be very glad. Maybe in private message, but it could interested some other people .
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  #24  
Old August 23rd, 2008, 01:08 AM
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Default Re: New Map: Sha Bay v1.2 FINAL (well semi-final)

glad you like it ^^

i just used the freeware GIMP and drew it with the mouse. added the canvas filter when it was finished.

i am going to start my new maps with PS though due to some limitations within GIMP. Still gimp is fine
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  #25  
Old February 7th, 2009, 09:43 AM
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Default Re: New Map: Sha Bay v1.2 FINAL (well semi-final)

Error in provinces 20, 21, 29, 30: are marked as sea.
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  #26  
Old June 2nd, 2009, 06:53 AM
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Default Re: New Map: Sha Bay v1.2 FINAL (well semi-final)

Quote:
Originally Posted by Beorne View Post
Error in provinces 20, 21, 29, 30: are marked as sea.
huh? not in my version :P
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  #27  
Old June 4th, 2009, 05:50 AM
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Default Re: New Map: Sha Bay v1.2 FINAL (well semi-final)

Hi, nice map! I've just started playing a game on it, so no feedback yet.
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  #28  
Old June 4th, 2009, 05:55 PM
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Default Re: New Map: Sha Bay v1.2 FINAL (well semi-final)

hey thanks for trying it. i made it a while ago but if any issues arise ill make some changes so let me know
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  #29  
Old June 7th, 2009, 06:26 PM
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Default Re: New Map: Sha Bay v1.2 FINAL (well semi-final)

I'm not sure why the game is always making the water nation start in 51. There don't seem to be any "start" or "nostart" restrictions on the provinces in the .map file. 51 only has two water neighbors, so it's not a great place to start IMO.

I tried adding "#nostart 51", but the game bails with a "no valid starting location" message if you try to start a water nation.

It looks like 66, 46, 58, 70, 78 are all nicer than 51, because they have 3 water neighbors. Is there something in the .map that I'm not seeing, that restricts the water starting location to 51?
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  #30  
Old June 7th, 2009, 06:49 PM
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Default Re: New Map: Sha Bay v1.2 FINAL (well semi-final)

i remember thinking about the water nation placement but its been awhile and i cannot remember my rationalization

it can always be changed though. i just hope it doesnt screw up our current game :P

MAYBE (i dont know) i put the water nation there because i wanted them to have a disadvantage for some reason.
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