EuroBoss wrote:Yes its buggin out for me generate terrain then generate tiles (current layer) and then terrain does not show tried switching all possible views?
If i try just generate tiles it wipes overlays and terrain finaly shows up
Not sure what you're saying... but try this:
1) Make a new map.
2a) Make it all clear (SHIFT-click a hex with clear terrain selected. The whole map fills with your chosen terrain)
2b) Add at least two city hexes.
3) Press G to generate. Your screen fills up with green grass, and a few cities. Right? (Press SPACE to toggle between overlays and no overlays).
4) Now select Overlays.
4a) Begin by right-clicking on of your city hexes. You should see the city overlay disappear. You have deleted the overlay tile on that hex.
4b) Then choose the fourth overlay from the top. It's a "nothing" overlay, just below the first few forest overlays. Click another of your cities with this. The city disappears, much like in 4a.
Note: Be sure to left-click to add a tile; unlike in 4a where you right-clicked, deleting a tile.
4c) Then select something from the list that stands out well from all that grassy green; that first forest tile perhaps. Paint a few clear hexes with that overlay.
5) Press G again (
not "current layer only")
6) If you use 1.13 or later, you should find that:
6a) the city overlay you merely deleted
is re-generated,
6b) the city overlay you manually painted over with "nothing"
is not changed in any way,
much like
6c) your manually added forests
are not erased or modified either.
In summary: the editor invisibly keeps track of which hex overlays are added manually by you.
Note: the hex in 6b still works like a city hex in every way except appearance. It still provides entrenchment and allows unit purchases etc. Similarily, the hexes in 6c remain clear hexes despite you making them look like forests.
M
PS. Even if you can't see it, the program knows which hexes have no overlay or an "automatic" overlay, and will generate one (with various degrees of intelligence; coasts work superbly while escarpments fail miserably). Meaning that if you change the underlying terrain of your two city hexes into something else, mountain maybe, you will see 6a turn into a big rock (because its overlay way automatic) and 6b remain featureless (because your manual addition of the "nothing" overlay is kept).
There is no way that I know of to quickly/easily tell which overlays are manually added, however.
This created problems with a previous version of the Hylan Oasis MP scenario. Previously not all jungle hexes matched the actual terrain of the hex (some hexes looking like jungle were open clear and vice versa). While this appears to be fixed now, I bet the problem wouldn't appear if, say, "Validate Scenario" could detect things like a clear hex having an overlay tile from the forests subrange)