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Map maker video tutorial

The_J

Say No 2 Net Validations
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When marking out territories, the Amplitude devs say that the map edges have to be demarked as special territories to avoid units falling off the map. Is this true for land edges as well (as water map edges)?
 
I suppose you'll need edge on all side for a map that doesn't warp east-west... the editor doesn't warn you on validation for that case ?
 
I suppose you'll need edge on all side for a map that doesn't warp east-west... the editor doesn't warn you on validation for that case ?

It seems (currently) all maps in HK's Map Editor are wrapped by default.
I think it's when you play the game you can set it to not wrap.

So IDK if the validator complains about it (cos I haven't completed a map with territories yet!). I will update the post when I find out.
 
You can set warp in the beta version on save (there is a "Meta Data" button for "Author" and "Warp")
 
You can set warp in the beta version on save (there is a "Meta Data" button for "Author" and "Warp")

In the latest update (from Sat) [1.2.116] you can now set the map to not wrap. (However, this is buggy. It doesn't work, for me at least).

However, to answer your earlier question about edge/border territories, it looks like that this is not necessary for land edges.
I am play testing my first HUMANKIND map and it seems units can walk into those territories no problem. So I'm confused as to why they are there at all.

Is this just a legacy requirement(?) that is no longer valid? :confused:
 
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I suppose you'll need edge on all side for a map that doesn't warp east-west... the editor doesn't warn you on validation for that case ?

Finally I can answer your question.

I used the bhkmap tool to unset world wrap and I am play testing a game on North Africa and I see why maybe it's not enabled fully yet on Map Editor.
It's cos on a hex "grid" there is no vertical line, as you know. It's a zig zag.

So units in HUMANKIND zig zag along the edges. It just looks awkward at first, but it's fine. The units don't fall of into the ether as joked by HUMANKIND Lead Dev Will Dyce in the video. :lol:
20210913203755_1.jpg


So to answer your question, I think perhaps there needs to be Left+Right edge territories. But I don't know how to make two of them as the last indexed territory (without major surgery to my map).

Also the Validator doesn't complain about there not being left and right edges. Or polar ones for that matter. (I replaced the polar dead zones with a Saharan dead zone in the middle of the map and it plays perfectly).
 
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They also zig-zag on north/south edge when accessible. I've tried to respect the recommendations in case it affects the AI, but I guess it's more the "every tiles accessibles" in a territory and the Islands/Continents difference that are important there.
 
I've tried to respect the recommendations in case it affects the AI, but I guess it's more the "every tiles accessibles" in a territory and the Islands/Continents difference that are important there.

You compelled me to have a go and actually it turned out to be pretty straight forward, as maps wrap in the Map Editor.
It was just a case of adding a territory on the East-West edges (which are connected by the world wrap):
20210914140134_1.jpg
 
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A note regarding the poles territory: They need to be the same region, and be the last index. Ignore any warnings about it not being continuous in that case, that's how it's supposed to be.
 
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