It is a boolean tag that if true prevents that feature from being spawned on two adjacent plots (so there is always a plot without the feature in between).For what does one use the bNoAdjacent tag, and how?
Cheers
It is a boolean tag that if true prevents that feature from being spawned on two adjacent plots (so there is always a plot without the feature in between).For what does one use the bNoAdjacent tag, and how?
Cheers
It is only implemented for features at the moment.Only for features or can one use it for improvements too?
Cheers
<BuildingMovementChanges>
<BuildingMovementChange>
<RouteType>ROUTE_ROAD</RouteType>
<iMovementChange>-10</iMovementChange>
</BuildingMovementChange>
</BuildingMovementChanges>
There is currently no generic terrain placement. All are kind of hard coded in the map scripts themselves.I think we need we need some terrain tags to indicate which multi-map they belong on. Resources and Features don't need them because they already link to terrains which means we can use the same resource or feature on any map already.
Which brings up the point of what maps are we intending to implement. If I am going to convert terrains from Mars Now and Song of the Moon 2 I need to define/identify them in someway for the correct map script to use the correct terrains.
There is currently no generic terrain placement. All are kind of hard coded in the map scripts themselves.
PW3 and the other current map scripts are only suited to make earth maps. For the other maps you need different code.That brings up a very good question, and that is, How do we intend to generate multiple maps?
Currently, I can see two ways to go about it, but you may have other ideas. Mine are;
1. Make all maps generated by the same mapscript. If you select PW3 (for instance), then you would get a map with a PW3 Earth map, a PW3 Moon map, a PW3 Galactic Map, and so forth. This would however mean less flexibility, so all things being equal, I would prefer option 2.
2. Make 4 different mapscript selections in the game start area. This way, you could choose a PW3 Earth map, and then a unique Moon mapscript (craters or something), a unique Mars mapscript, and so on. I don't know if this one is possible, but if it is, then it would seem to me the best option.
What do you think of these, and do you have any other ideas for how to do this?
Well, there could be some in game UI that you can use to select the map script you want to use when it is time to generate the other maps.@AIAndy
So what do you think we should do for generating Moon and Mars maps? Should we used the ones from Mars Now and Song of the Moon 2? If so how do you apply a different map script to each of the multi-maps?
Well, there could be some in game UI that you can use to select the map script you want to use when it is time to generate the other maps.
But maybe we should continue that discussion in a more fitting thread.
<CivilizationInfo>
<Type>CIVILIZATION_TUPI</Type>
<Leader>LEADER_TUPI_TRIBE</Leader>
<SpawnTech>TECH_ARCHERY</SpawnTech>
<NumberOfSpawnTech>2</NumberOfSpawnTech>
<SpawnChance>60</SpawnChance>
<IsBarbarianCiv>True</IsBarbarianCiv>
<StartAtCoast>False</StartAtCoast>
<TotalGold>25</TotalGold>
<TechPercent>15</TechPercent>
<DefaultShips>NONE</DefaultShips>
<NumberShipsPerCity>0</NumberShipsPerCity>
<NumberOfCities>1</NumberOfCities>
<StartX>-1</StartX>
<StartY>-1</StartY>
<NumWorkerPerCity>0</NumWorkerPerCity>
<CapitalCityUnit>UNIT_CUNHAMBEBE</CapitalCityUnit>
<NumCapitalUnit>1</NumCapitalUnit>
<DefaultCityDefender>UNIT_JAVELINEER</DefaultCityDefender>
<NumberCityDefendersPerCity>1</NumberCityDefendersPerCity>
<DefaultSecondUnit>UNIT_WARRIOR<DefaultSecondUnit>
<NumberSecondUnit>1</NumberSecondUnit>
</CivilizationInfo>
No, there is no system in place to spawn specific Civs at specific times in specific places.AIAndy:
Where can i get something like this done, or is there something like this already inplace for tags etc??
Spoiler :Code:<CivilizationInfo> <Type>CIVILIZATION_TUPI</Type> <Leader>LEADER_TUPI_TRIBE</Leader> <SpawnTech>TECH_ARCHERY</SpawnTech> <NumberOfSpawnTech>2</NumberOfSpawnTech> <SpawnChance>60</SpawnChance> <IsBarbarianCiv>True</IsBarbarianCiv> <StartAtCoast>False</StartAtCoast> <TotalGold>25</TotalGold> <TechPercent>15</TechPercent> <DefaultShips>NONE</DefaultShips> <NumberShipsPerCity>0</NumberShipsPerCity> <NumberOfCities>1</NumberOfCities> <StartX>-1</StartX> <StartY>-1</StartY> <NumWorkerPerCity>0</NumWorkerPerCity> <CapitalCityUnit>UNIT_CUNHAMBEBE</CapitalCityUnit> <NumCapitalUnit>1</NumCapitalUnit> <DefaultCityDefender>UNIT_JAVELINEER</DefaultCityDefender> <NumberCityDefendersPerCity>1</NumberCityDefendersPerCity> <DefaultSecondUnit>UNIT_WARRIOR<DefaultSecondUnit> <NumberSecondUnit>1</NumberSecondUnit> </CivilizationInfo>
AIAndy:
Where can i get something like this done, or is there something like this already inplace for tags etc??
Spoiler :Code:<CivilizationInfo> <Type>CIVILIZATION_TUPI</Type> <Leader>LEADER_TUPI_TRIBE</Leader> <SpawnTech>TECH_ARCHERY</SpawnTech> <NumberOfSpawnTech>2</NumberOfSpawnTech> <SpawnChance>60</SpawnChance> <IsBarbarianCiv>True</IsBarbarianCiv> <StartAtCoast>False</StartAtCoast> <TotalGold>25</TotalGold> <TechPercent>15</TechPercent> <DefaultShips>NONE</DefaultShips> <NumberShipsPerCity>0</NumberShipsPerCity> <NumberOfCities>1</NumberOfCities> <StartX>-1</StartX> <StartY>-1</StartY> <NumWorkerPerCity>0</NumWorkerPerCity> <CapitalCityUnit>UNIT_CUNHAMBEBE</CapitalCityUnit> <NumCapitalUnit>1</NumCapitalUnit> <DefaultCityDefender>UNIT_JAVELINEER</DefaultCityDefender> <NumberCityDefendersPerCity>1</NumberCityDefendersPerCity> <DefaultSecondUnit>UNIT_WARRIOR<DefaultSecondUnit> <NumberSecondUnit>1</NumberSecondUnit> </CivilizationInfo>