The land could be Fertile_Land. Both Fertile_Land and Plains are named Plains in the XML. So its entirely possible that you see a creature lair with tile props that doesn't make it look like normal and when u mouse over it says plains-grassland or plains-fallen and once the lair is removed theland that was there is fertile_land. If you want to check this copy the terraintypes xml to your mod dir and change the displayname for Fertile_Land to "Fertile" (or some
Jam3
Let me qualify that it ignores it more specifically it is not on any of the stamps and doesn't show up in cartographer, it might be possible to manually do it but it would be a massive amount of work and I don't even know if that would work.
You cannot add new terraintypes through the xml. If you do add a new terraintype it is just ignored and the environments are hardcoded. A way to work around this problem would be to create a new terraintype and add the GEM yields in TerrainTypes.xml but that doesn't work. You could add them to the default types and have the whole world awash in GEM, was that what you did in EWOM?
The first thing you need to do is in your mind, or in terraintypes.xml rename fertile land to "fertile" or else it will be labeled the same as default land (Plains). There are two layers to terrain the underlying land and the overlaying environment. 3 base lands Fertile (I renamed this you can see in terraintypes.xml Fertile_Land is named "Plains" which is very confusing Plains Rugged 3 environments </p
I am not saying Hayden is a brilliant actor but he was good/capable just watch "Life as a House" which I was somehow saw before Ep II and when I heard he was cast thought he would do well, he didn't. But the dialog was crap and he had literally 0 chemistry with Portman. Portman is a great actress and she was also miscast and her performance as padme/amadalia was stiff at it's best. I have tried thinking of actors who could have done something with the terrible dialog of Ep II an
The floating river_cliffend bug, i hate that one, along with rivers on stamps sometimes merging into land and not water.
[quote who="feelotraveller" reply="40" id="3268299"] Okay, it's ugly but by changing the internal name of xxlargemap to largemap I got my 7 tiles minimum distance between cities. There is obviously a more elegant solution i am missing as the renamed largemap (bigmap) reset to 6 tiles. I was not able to get an entry for xxlargemaps in elementaldefs to have any effect. [/quote] Be careful your treading into "lets see what happens
Yes there are definetly similarities to arda in the first age. http://www.tolkienforums.com/firstagemaps.htm
In a battle I could win with no problems if I did it manual but went auto instead for speed and it goes terribly wrong I might reload and play out the battle manually. Aside from that I don't reload a save unless i have e genuine misclick or bug.
Star wars is an great setting and the aesthetics are incredible, to me star wars was the incredible art of Ralph McQuarrie, the original trilogy that unfortunatly took a nose dive with return of the jedi was still pretty good, the music alone makes those films great. Then Lucas proceeds to destroy the universe by -Destroying the mysticism and mystery of the force by introducing midiclorians -In your face christian appeals making Anakin have a virgin
[quote who="crimsongekko" reply="17" id="3263817"]so can we simply get rid of bad stamps without issues ( as simple as deleting a file ) or would it require modding?[/quote] Your best option is to copy the files to the mod directory and change the frequency to 0 that turns the stamp off. This is actually one of the few nice things I have found. Frequency of say 4 means a map could have that stamp repeated 4 times, 1 will make it unique, 0 means it will never be use
I posted this in one of the map mod threads but it should be here as well as these are the main problems with Cartographer and map modding/scripting at the moment. 1) having to constantly reload the game when using cartographer to reload assets (stamps and other files when you change them outside the editor) 2) the selection wand not really working and having to click 100's times to get a stamp ready to save, or give up and select tiles manually.
The key to all of this is in the Stamps and it is a massive undertaking but I am definetly working on it, this little mod can give you a small aid with the maps currently and doesn't need an update. I am working on stamps and trying to figure it all out and will let you all know as soon as I have more figured out.
I thought I was pretty clear it was mostly guessing but I have done too much testing in cartographer to be honest and I am still not totally sure about things work, what I listed was guesswork based on how the map generator acts and well as how the XML is laid out, the only person who truly knows how this works is the guy who wrote the map generation function/algorithm. As far as not posting that just doesn't make any sense without documentation or developers
[quote who="Heavenfall" reply="12" id="3263579"]Honestly as far as I know all those tags were abandoned early in the beta. If you start a game without any stamps available you'll get a map with an ocean only. If anything they might be used to pad out areas around stamps with odd sizes. Dev clarification would be nice.[/quote] I am actually pretty darn sure my guesswork is 90% wrong but with a huge grain of truth about the mystery of the generation a
I am pretty sure stamps are not placed by grid alone but also by the specific terrain of the underlying tile These elements of TerrainTypes.xml 0 0 3 6 I believe have to do with marking a tile with terrain during the map gene
I am busy figuring out stamps but the .99 eco or this mod should work fine. And just an FYI all the problems with the maps come down to problems with the stamps, this mod or ecomental will give you bigger maps and a little better adjustment of the stamps but nothing can be fixed until we have an really good library of well designed stamps, and the problems with that now are 1) having to constantly reload the game when using cartographer to reload assets (stam
[quote]Make up a unique name for your stamp, then ignore all the other settings because I literally have no friggin idea what they do.[/quote] lol Would be nice if we can figure this out.
The selection wand for stamps works about every 10th click, or not at all, would be very nice if they improved the selection wand.
My absolute main primary request would be some way to reload files without having to restart the game. I create stamps, delete/modify them outside the game and the only way to reflect that is to exit and restart the game. A "reload assets" button in the tools is easily the first priority I have for the tools.
Ok So I have seen this for awhile, floating river mouth tiles. In Cartographer I have been working to figure out the magic formula for ensuring that a river mouth on a stamp doesn't end up landlocked and floating over the terrain, I am about to give up, even telling the tile to be on the coast (which is not optimal) or in the water doesn't ensure you won't get a floating river mouth when the stamp is placed with random map generation. I have also tried ensur
Steam Cloud just means your saves are uploaded. Lose your hard drive? Play on different computers? You will always have the same save its a really really nice feature of steam. It's a regret not to have.
[quote who="Heavenfall" reply="31" id="3253304"]From what I remember, those values don't apply to the AI anyway.[/quote] Ug if thats true then thats actually the problem. You can watch the ai play and see what happens if they get stuck in an area due to high level monsters then the ai almost completly stalls out. Its no wonder why Tarth can get through these monster chokes and the other factions are the ones with sov's geared to early game melee. They need
Pointless predicting the score, it will depend heavily on the campaign which we can't judge.
Tarth , hmm master scouts op much? At the absolute least they need to make it 2 points. Ythril, Gilden, and Kraxis definetly due to those sovs having excellent early game traits. Bad early game for the ai is almost a death sentence it still reaches a kind of shutdown point where it can't expand and doesn't know what to do, I refer to this as "stalling out". A big factor in this is the MinDistanceFromStartingPointsin the coregoodiehuts.xml not being adjustable pe