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RE: America's Map - 10/24/2018 8:31:30 AM   
SIPRES


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quote:

ORIGINAL: sPzAbt653

quote:

Mississipi and Amazon added (
Awesome!
quote:

Dont forget to close Panama Canal
Thank you - How can I word the following properly - Can you let me know when you think your work is done to the point that a 1495 map is done to the extent of your involvement? Any way I type that question it sounds odd or weird. My thinking is that at some point I need to start working on the map myself for it to fit 1495-1700.


I "plan" to complete hextiles by end of this week (there is a difficult area on really edge of south america to complete)

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Post #: 31
RE: America's Map - 10/24/2018 8:45:05 AM   
SIPRES


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quote:

ORIGINAL: sPzAbt653

Can you recommend how to import your latest map update. I had created a new campaign using your map, and I have been working on Bitmaps, Scripts and localisation files, so I don't want to trip over anything if I can avoid it.


In the dropbox link you should find some *.dat files

tileMap.dat
riverMap.dat
TextMap.dat

So as long your campaign map size is same as mine (I hope you didnt extent/reduce) you can import the relevant data you need.

On editor you should go to file, import data then you will be prompted for file location (just browse untill the folder you put the dat files) then you can select wich data to import (could be rivers only for example).

In such case this will load rivers sprites index only to your campaign (without overwriting your work).

There is just a problem I notice by doing some tests (Tilemap also include "borders" information)







Attachment (1)

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Post #: 32
RE: America's Map - 10/24/2018 2:58:01 PM   
sPzAbt653


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That procedure seemed to change a lot of things and generated messages such as seen below. So I will wait until you are finished, then I will move over the scripts and other stuff I have done




Attachment (1)

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Post #: 33
RE: America's Map - 10/24/2018 5:00:18 PM   
SIPRES


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Yes this is due to the fact that I did start drawing borders (not so good idea)
So when importing tilemap I was expecting only tile index would import, but it seems it does import borders information also.
So this is why the editor engine is requesting captal cities.

I try to set back tiles to neutral but I couldnt find how so far.

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Post #: 34
RE: America's Map - 10/24/2018 6:29:11 PM   
sPzAbt653


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Don't worry about it at all, I have to redraw all borders anyway. So like I said, I will wait until you are finished and then I will import what I have done.

< Message edited by sPzAbt653 -- 10/24/2018 6:39:12 PM >

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Post #: 35
RE: America's Map - 10/28/2018 8:57:00 AM   
SIPRES


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quote:

ORIGINAL: sPzAbt653

Don't worry about it at all, I have to redraw all borders anyway. So like I said, I will wait until you are finished and then I will import what I have done.


Hi sPzAbt653

Coastline work is now completed, so you can go ahead with the updated files under 1st post link.
I dont plan to continue any further work with this project, or at least not in a near future.

Have a good Conquistador Mod

Christophe


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Post #: 36
RE: America's Map - 10/28/2018 5:19:05 PM   
sPzAbt653


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Thank you so very much for all of this work. I will start another thread for monitoring progress of this scenario and asking for more help

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Post #: 37
RE: America's Map - 10/29/2018 2:43:25 AM   
sPzAbt653


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Answered itself and therefore deleted

< Message edited by sPzAbt653 -- 10/29/2018 6:30:44 PM >

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Post #: 38
RE: America's Map - 12/17/2018 6:44:45 AM   
sPzAbt653


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quote:

I try to set back tiles to neutral but I couldnt find how so far.

Yes it is impossible I think. I see the 'COUNTRY_ID_0= Neutral' listed but it is not in the 'Set Owner/Controller' list. It seems we need to remove each tile and then replace it with the same one for it to be 'neutral'

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Post #: 39
RE: America's Map - 12/17/2018 1:28:36 PM   
SIPRES


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quote:

ORIGINAL: sPzAbt653

quote:

I try to set back tiles to neutral but I couldnt find how so far.

Yes it is impossible I think. I see the 'COUNTRY_ID_0= Neutral' listed but it is not in the 'Set Owner/Controller' list. It seems we need to remove each tile and then replace it with the same one for it to be 'neutral'


Yes sorry about that.
When i did start exporting/importing hexes data, I was believing that only tile sprites index was concerned and not country/owner datas.
So my mistake

Maybe if you ask Hubert/bill they can "convert" the map hexes to "all neutral", but I think they are quite busy at the momment

The problem with editor is you can only import map indexes (F2 key) but not exporting them (wich could fix this problem I think)

How is your conquistador mod by the way?
I do also work on a Mod and maybe asking you some advices if you have time.

Christophe


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Post #: 40
RE: America's Map - 12/17/2018 6:10:58 PM   
sPzAbt653


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I always have time for scenario design. This Conquistador game is kicking my butt! I had several months work on it and it wasn't playable for several reasons. I had been using a Beta version of WaW, so I started over with WiE and that is going well so far. However, the SC3 mechanics aren't really well suited to the Conquistador mechanics. So I'm making things up as I go along. Discovery of Gold is an issue [Resources don't like to be 'found' and then depleted later]. Victory Conditions are an issue [it looks like Victory is always dependent on location ownership, not any type of Victory Points]. Historical personages leaving are an issue as there is no Withdraw Unit event. Transporting Gold and Loot is an issue as there is no way to do it. I haven't given up yet, and that's enough whining for now.

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Post #: 41
RE: America's Map - 12/18/2018 2:13:55 PM   
BillRunacre

 

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Hi

There isn't a method that I know of to make a hex return to a totally neutral status, apart from changing it to a full sea hex and then replacing that with a land hex.

In terms of Victory Conditions, there will be limitations but you can always have a Decision Event trigger the Victory script, or even a string of Decision Events, and Majors having low National Morale can be one of them, as there is a setting in the Decision Event script to register that. Hopefully that might help.

Decision Events can also be used to add/deduct MPPs, and they can be dummy events, i.e. with no text the player sees, so the event just automatically happens.

I don't know to what extent these thoughts might help, but hopefully they might inspire some solutions.

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Post #: 42
RE: America's Map - 12/18/2018 3:41:52 PM   
Taxman66


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Can a specific unit (e.g. 'Treasure ship') moving into a specific port(s) trigger an event?

Can the manual disbanding of a certain unit (e.g. historical figure) trigger an event?... I'm thinking here of offering the player a carrot to manual disband said historical figure. You can also provide a stick with a date trigger event that cripples said unit (say 0 movement points or removal of his primary feature such) with a pop up message/event saying he is too old/sick to move. You could provide a morale bonus for a 'state funeral' if he is disbanded in the Capital for example.

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Post #: 43
RE: America's Map - 12/18/2018 10:09:05 PM   
sPzAbt653


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No and No

I don't want to be anti-no-stacking but, we also can't stack units. So that limits some flexibility.
Supply in the New World is also a pain, as Full Supply is only generated thru out the land from a Major Capital, and there are none in the Americas, so supply is always low which results in poor movement, morale and readiness, which makes for drudging game play.

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Post #: 44
RE: America's Map - 12/18/2018 11:02:44 PM   
Taxman66


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There are mulberry graphics, I wonder if there is a way to create supply units.

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"Part of the $10 million I spent on gambling, part on booze and part on women. The rest I spent foolishly." - George Raft

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Post #: 45
RE: America's Map - 12/18/2018 11:04:26 PM   
Taxman66


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Or Decision Events that would create colonies (aka minor countries) wuth their own capitals.

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"Part of the $10 million I spent on gambling, part on booze and part on women. The rest I spent foolishly." - George Raft

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Post #: 46
RE: America's Map - 12/19/2018 2:36:09 PM   
sPzAbt653


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No way to create supply units that I know of, although HQ's could help. But I tried using HQ units in the first go-round of this thing and they just didn't work well so I got rid of them.

All of the colonies have their own capitals, but as they are Unconnected Minor Capitals they only generate 5 supply. That means that units can only get reinforced to 8, so after a few turns in the New World they are generally all down to like 20% readiness and morale. You have to ship units back to Europe to get them fit again. That doesn't kill it but it looks like I made a bad design.

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Post #: 47
RE: America's Map - 12/19/2018 3:04:26 PM   
Taxman66


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Northern Ireland is part of the UK homeland. Could you make a 1 hex city/port part of the major power so as to have a higher value?

Or provide HQs to the minor/colony so as to push a higher supply value. They wouldn't be able to control the major units but would give them (including major HQs) more supply.

_____________________________

"Part of the $10 million I spent on gambling, part on booze and part on women. The rest I spent foolishly." - George Raft

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Post #: 48
RE: America's Map - 12/19/2018 3:07:34 PM   
Taxman66


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You could also turn the colonies into weak major powers. The new version is allowing 10 majors now.

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"Part of the $10 million I spent on gambling, part on booze and part on women. The rest I spent foolishly." - George Raft

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Post #: 49
RE: America's Map - 12/19/2018 4:23:02 PM   
sPzAbt653


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I should jump back to the thread dedicated to the campaign

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Post #: 50
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