Re: [Modding] Creating my first scenario
Posted: Sat Jun 23, 2018 12:24 am
First time reach over 1117 UNITS in one game. Game last about 30 turns here. Performance is going well.
You probably need to explain that this is a confirurable options in mod, otherwise noone will understand what you mean by that.Cablenexus wrote:Really like it with ambience change in colors.
That is really great news!Cablenexus wrote:First time reach over 1117 UNITS in one game. Game last about 30 turns here. Performance is going well.
I think the way hills stand out in this screenshot is excellent. I like the colors very much. Is this achievable with current settings, only in your mod, or what?Cablenexus wrote:Really like it with ambience change in colors.
Well those are actually mountains, Cablenexus changed the texture:) You can just overwrite the "bitmaps.dds" file in ancient_rome mod folder if you want to have it also theregwgardner wrote:I think the way hills stand out in this screenshot is excellent. I like the colors very much. Is this achievable with current settings, only in your mod, or what?
I like mountains to be moutans and hills to be hills. Bad Cablenexus.pavelk wrote:Well those are actually mountains, Cablenexus changed the texture:) You can just overwrite the "bitmaps.dds" file in ancient_rome mod folder if you want to have it also theregwgardner wrote:I think the way hills stand out in this screenshot is excellent. I like the colors very much. Is this achievable with current settings, only in your mod, or what?
You are absolutely right. Pavel noticed this as well.gwgardner wrote:I like mountains to be moutans and hills to be hills. Bad Cablenexus.pavelk wrote:Well those are actually mountains, Cablenexus changed the texture:) You can just overwrite the "bitmaps.dds" file in ancient_rome mod folder if you want to have it also theregwgardner wrote:I think the way hills stand out in this screenshot is excellent. I like the colors very much. Is this achievable with current settings, only in your mod, or what?
I definitely wouldnt do that. Why would ypi have two terrain types when you want just one? Simply stop using mountains entirely.Cablenexus wrote:The reason was that Holland is really flat. We don't have mountains. So I changed mountains into hills, but then I have to call them hills.
I implement this as promised. Edit your scenario file and add to all <param elements inside ReportMemento elements this attributes="41" . This will prevent the userRead change when scenario is created. Of course it will work since V5. If you change it now, it will not work and it might also crash:)) (because such value doesnt exist yet)pavelk wrote:I get the point know. There are so called "attributes" which are created for such scenarios. I will add a new attribute which will prevent this for certain reports once they have the attribute selected. Logged.Cablenexus wrote:The problem by design is that when I edit my scenario afterwards and export it again I have to manually delete all those lines to have the intro text shows up for new player
There are a few wishes and a few problems to overcome. I want both hills and mountains and something between (the Ardenna) which is forest on very high hills, but not called mountains.pavelk wrote:I definitely wouldnt do that. Why would ypi have two terrain types when you want just one? Simply stop using mountains entirely.Cablenexus wrote:The reason was that Holland is really flat. We don't have mountains. So I changed mountains into hills, but then I have to call them hills.
If you just rename mountains to hills, it will still exist in the game as mountains internally (For example the terrain movement for units will differ, etc).
Why you didnt use hills in the first place?
I initially thought that you wanted to just change the texture so it looks more Dutch, but it will still be an impassable terrain. If you want to use it as hills, you should rather use real hills (otherwise you will need to change all the TerrainBehaviorMemento elements for mountains
In the above screen I made the hill part somewhat darker (just slightly). But I'm not happy with the pattern at all and how the texture fit on the hill tiles. Also now it's again different to distinct the hill from the forest.pavelk wrote:You are creating the heightmap yourself or let the scenario exporter do that for you?
If you leave the scenario creator to create the heightmap, I can tell you how to change the creation process to have hills higher (automatically)Cablenexus wrote:In the above screen I made the hill part somewhat darker (just slightly). But I'm not happy with the pattern at all and how the texture fit on the hill tiles. Also now it's again different to distinct the hill from the forest.pavelk wrote:You are creating the heightmap yourself or let the scenario exporter do that for you?
That grey mountain isn't realistic at all, or it has to be stonemines.
Code: Select all
<CustomizedGameDataTypeMemento id="12" gameDataType="1" name="Texts.HeightMapSetting" defaultId="1" isDisplayed="false">
<customizedGameDataTypeOptions>
<customizedGameDataTypeOptions>
<CustomizedGameDataTypeOptionMemento id="1">
<customizedGameDataHeightMap>
<heightMapTerrains>
<heightMapTerrains>
<MapGeneratorHeightMapTerrainSettingMemento terrainId="5" numberOfPoints="20" maxHeightIndex="190" maxSize="20"/>
<MapGeneratorHeightMapTerrainSettingMemento terrainId="7" numberOfPoints="30" maxHeightIndex="30" maxSize="15"/>
</heightMapTerrains>
</heightMapTerrains>
</customizedGameDataHeightMap>
</CustomizedGameDataTypeOptionMemento>
</customizedGameDataTypeOptions>
</customizedGameDataTypeOptions>
</CustomizedGameDataTypeMemento> Yes. It is correct. The heightmap is created automatically when you generate new map (customized new world) or export your scenario. Once the game is just loaded, it doesnt regenerate it.Cablenexus wrote:Thank you, I got it.
Is it correct that only when exporting a scenario you get the heightmap calculated? Exporting it and saving teh scenario is not refresh the terrain heightindex for me.