How to remove base grid from map in editor?

Scandal

Chieftain
Joined
Nov 20, 2010
Messages
16
Hi.

In one game I've got an interesting terrain layout from random map generation. I'd like to play more games on it, but after I've removed bases and terrain improvements, base grids from removed bases are still being shown when I'm playing new games. I'm used to play with base grids turned on and these phantom grids confuse me a lot.

I didn't manage to find any way to get rid of them in the editor. Can you help with any solution to this problem please?
 
I agree that these phantom base grids can be annoying. When you find one, you might think that you're going to meet another faction, but that's not the case. I spent some time with the map editor trying to eliminate them, but couldn't find a way to do so. You could recreate your map using the map editor, but that would be tedious. Perhaps someone else will have a better suggestion.
 
I've spent some time in the editor mode, trying to use a method proposed by vyeh. Though I didn't sucseed with it, I found another way to deal with these grids. In the editor mode, if you click on the base, in the end of the column where built base structures are displayed, there will be a tab called "edit base" or something similiar. Clicking this tab will make a menu appear with many options, like setting the amount of food and minerals stock, adding more structures and most important in this case - "delete base" option. If you use it, the base and its correspoding base grid will dissapear.
So instead removing all bases instantly in terrain editor menu, you should manually delete each base on the map.

There are also more problems I've uncovered while trying to get the exact same map that random generator did produce.
If you're using "remove terrain improvements" option, borehole cluster and the ruins will dissapear, leaving only their names displayed on a map. So you'll need to remove them manually and place again.
Also, all fungus towers which are present on a map in an amount depending from the native life setting will be removed, if you're saving map as a map file but not a scenario. If you'll add fungus towers to a map again and then save it as a map file once more, they will be removed nevertheless. This should cause some perceptible impact on a gameplay, making it different from original experience.

Overall, it seems scenario editor was made with a goal to create just new scenarios from scratch, and the possibility to replay maps from random map generator wasn't considered.

Thanks for attention to my problem.
 
Good work finding a way to get rid of the grids.

Regarding the ruins, I assume you mean all the monoliths disappear, but not the fungus.

Fungal towers are considered units and not vegetation.

When you say replay maps, do you mean that you want your position (and the AI position) randomly generated? If that is the case, fungal towers will also be randomly generated (they really belong to the "8th faction" or Planet).
 
Regarding the ruins, I assume you mean all the monoliths disappear, but not the fungus.
Right.

When you say replay maps, do you mean that you want your position (and the AI position) randomly generated? If that is the case, fungal towers will also be randomly generated (they really belong to the "8th faction" or Planet).
Yes, I want positions to be random each time, and they are random, but fungal towers are not generated. They should be present from turn 1, but there are none of them on all the map. I guess that's because you can't choose native life settings when starting a game via "load map file" option. Mind worms and spore launchers do spawn, but fungal towers do not appear. Are you sure they should be generated when starting game in a such way? I'm playing SMAX 2.0 without unofficial patch, to make it clear.
 
Yes, I want positions to be random each time, and they are random, but fungal towers are not generated. They should be present from turn 1, but there are none of them on all the map.

I believe (Petek?) that fungal towers can be generated from a bad pod result.

I guess that's because you can't choose native life settings when starting a game via "load map file" option.

Correct.

Mind worms and spore launchers do spawn, but fungal towers do not appear. Are you sure they should be generated when starting game in a such way?

No, I am not.
 
I thought you meant towers should appear from the start, and not as outcome from pods. As my misunderstanding is cleared up, I have nothing more to say on the topic, so I'll just say once again thanks for all the help. :)
 
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