My try at multiple maps

c.fe

Warlord
Joined
Sep 20, 2003
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I tried to do something like in Civ2 ToT or Master of Magic where you have multiple maps and can switch beetween them. Well, it partially works but there are some issues I'm not motivated enough to remove them (if that's even possible).
If you have some motivation (and C++ knowledge) to spare feel free to look at it here. It would be great if someone would get it to work.
 
I'm currently doing a multi-map solution for my mod, but, as yet, I haven't run into any major problems. Could you describe the problems you've been encountering? Perhaps you could shed light on problems I may encounter and vice-versa
 
My main problem is the switching of the maps. I can't get the engine to make the resources of the first map disappear. Also the cultural influence isn't updated properly. And I still see the city names of cities of the first map when I switch to the second map.
 
Dom Pedro II said:
The game must be running like molasses in january when you switch maps ;)

:lol: Well, it just takes some time to switch the map while the game doesn't react at all. And I'm just trying it for tiny maps. No idea how long it would take for for larger ones.
 
I'm not finding it to take very long, though I must admit that my map is simpler than the typical Civ map.
 
Déja said:
I'm not finding it to take very long, though I must admit that my map is simpler than the typical Civ map.

I suppose you still have cities? How do you make them disappear?
 
would it be possible to change the graphics for the tiles when switching from one map to another?
 
Civkid1991 said:
would it be possible to change the graphics for the tiles when switching from one map to another?

Do you have any special function in mind, that does that? An interesting point is that the tooltip doesn't show any resources or cities but the resources/city names are still shown.
Example: I have rice on a tile on the first map. When I use the tooltip help it shows the rice resource and the correct yield. When I now switch to the second map the rice is displayed (that's wrong) but the tooltip doesn't show it and doesn't use it to calculate the yield of the tile (that's right).
 
I was thinking about something in FFH... there was a discussion about having diffrent planes were units could get to... like maybe a sky plane, a underwater plane, and hell... so i was thinking about pressing a button and changing the tiles like red for hell or blue for undersea for example.
 
PeteT said:
I suspect that Civkid might be thinking of the way that seasons (with, e.g., advancing snow regions) were done in games like Europa Universalis or even the old civ2 scenario, Red Front.

That would be a good use for it too... i like that idea :goodjob:

Edit:
It also goes along with another idea i had... like having seasonal festivals.. so like when the map changes it would triger an event that would put happyness or something into your cities
 
Dom Pedro II said:
What's the difference between your map and a typical Civ4 map?

It's only 25x25 and I'm working on adding a sort of "scrolling" interface to it. It's really not practical for a Civ-style game, but the series of mods I'm working on has the player in control of only a single unit.
 
c.fe said:
I suppose you still have cities? How do you make them disappear?

Are you destroying (or relocating) the cities or just changing the tiles under them?
 
Déja said:
Are you destroying (or relocating) the cities or just changing the tiles under them?

I can't destroy them because they are still needed to calculate the gold income and science per turn for example. And where should I relocate them? Is something like (-1, -1) a possible location?
 
Civkid1991 said:
I was thinking about something in FFH... there was a discussion about having diffrent planes were units could get to... like maybe a sky plane, a underwater plane, and hell... so i was thinking about pressing a button and changing the tiles like red for hell or blue for undersea for example.

Now I see what you're talking about. I don't know. If it's possible to add arbitrarily many kinds of terrain that shouldn't be a problem. You would just have to change the map generator for the second/third... map to just use hell/sky... terrain.
 
c.fe said:
I can't destroy them because they are still needed to calculate the gold income and science per turn for example. And where should I relocate them? Is something like (-1, -1) a possible location?

Ah, that could be a problem. If you move the city, the terrain wouldn't be the same, and you wouldn't have the same calculations. The only real option would be to decouple the income/sci calculations from the city itself. Then you could destroy the city, but still have its stats stored elsewhere to use for making the calculations. I haven't really looked in to making cities invisible, since it really isn't much of a concern for me.
 
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