First of all, hello! It's good to see that one of my favourite games still has a big community
Now, onto business. xD
Realworld: Britain is a great map, however, its a 6-player map, not an 8-player map.
I've started building a "West Europe" map, and its looking pretty good. Now I've got to the point of trialing it, to make sure everything works...
...and it doesn't...
Well, it does, let me explain. I havn't placed any town centers in the scenario, so the map auto-creates them randomly, which is what I want, but the town centers are being generated too close to each other, IE, 4 appearing in France, 2 on Ireland, and none in North Spain, Norway, or Britain.
I was wondering if anyone had a solution to this?
Much appreciated.
Author
Replies:
morgoth bauglir Squire
posted 09-03-08 12:25 PM
CT (US)
1 / 19
Well, if it places the town centers randomly, you can't get what you're searching for, can you?
I'd advise you to place the town centers manually.
Impeached VIP (Reverie World Studios)
(id: MeGaIdIoT)
posted 09-03-08 12:55 PM
CT (US)
2 / 19
You could setup a system with triggers to create each person's town center in, say, one of 10 random spots.
Or you could do what most people do with maps of your type: Each player starts with a transport loaded up with a few villagers and enough resources for a town center.
me
perky137 Squire
posted 09-03-08 06:21 PM
CT (US)
3 / 19
I was more thinking along the lines of pasting some of the script of a random map generator into the scenario, the script that sets the distance between T/Cs.
The trasp. idea sounds clever, but I think we'd all end up choosing Ireland...
Could you explain the trigger solution to me please?
edit] manual T/C placing would be bad, in the group of friends I game with, we all have our own colours xD it would remove any sense of mystery placement.
[This message has been edited by perky137 (edited 09-03-2008 @ 06:24 PM).]
YoshiX100000 Squire
posted 09-03-08 06:35 PM
CT (US)
4 / 19
You can always do it Nomad style, with a few scattered villagers hanging about. Perhaps it simulates the beginnings of European civilization, as in tribal migrations?
YoshiX100000~AoKH's Official Playtester of All Short, Funny Viking Cutscenes by Varied Equine Species, PhD-Emeritus-Magna-cum-Laude-Esq. Now in Fuschia!!
"I wish I knew what Yoshi's doing on the roof, especially in winter." ~Sissi "Yoshi lived up to his name and split into 100000." ~Rocking Doom
Impeached VIP (Reverie World Studios)
(id: MeGaIdIoT)
posted 09-03-08 07:20 PM
CT (US)
5 / 19
The triggers for the random system will be a bit complicated...
I suggest you read this. It explains how to use an ungarrison derived randomizer; if you cannot figure out how to do what you want fully after reading that I can explain details.
me
[This message has been edited by Impeached (edited 09-03-2008 @ 07:51 PM).]
four hundred babies Squire
(id: Lord_Fadawah)
posted 09-03-08 08:21 PM
CT (US)
6 / 19
I was more thinking along the lines of pasting some of the script of a random map generator into the scenario, the script that sets the distance between T/Cs.
The nomad idea is another clever one, however with multiple patches of land, while it provides some choice (and therefore randomization) its still restrictive; in that, say, Red can build his T/C anywhere he likes - so long as its in France...
What I'm doing at the moment is using single trees to make sure that there are only town centre sized spaces where I want them to be..
I guess I really should have generated a map and cut away the bits I didn't want (to create the sea) instead of creating a blank water map and filling in. That way the map would be more uniform, and so mean that the T/C placement was more random.
I'm really new to all this. :/
EDIT]
...Hang on...
Maybe I'm approaching this from the wrong direction. After-all, the only thing I need to do manually, is create the land. Everything else can be auto-generated.
This is how the normal real-world maps work, afterall. No? So, I create a map using the scenario editor, then convert it into RMS, then paste the Random Map script that's in the read-me of the ES@Sherwood -- leaving out the land generator (and anything else I choose to do manually) and then paste it into a "Custom" Random Map gen, by using this link:
[This message has been edited by perky137 (edited 09-04-2008 @ 07:18 AM).]
Impeached VIP (Reverie World Studios)
(id: MeGaIdIoT)
posted 09-04-08 08:20 AM
CT (US)
12 / 19
RMS maps are not made in the editor then converted to an RMS text file. They are purely made in a word processor using RMS script.
me
perky137 Squire
posted 09-04-08 11:57 AM
CT (US)
13 / 19
Hmm.. In that case, do you have any idea how Ensemble Studios made the Real World maps? :/
Hailstorm65 Squire
posted 09-04-08 03:30 PM
CT (US)
14 / 19
Impeached, I agree with you about the post being ignorant, I dont chose to ignore those things its just that you had mentioned it so I had not felt a need to. I guess I should read about how that works myself!
And Perky; I am most looking forward to playing your map! I love the Europe ones and I am always glad to play more!
Senior Member
Know god, No fear No god, Know fear
[This message has been edited by Hailstorm65 (edited 09-04-2008 @ 04:02 PM).]
perky137 Squire
posted 09-04-08 03:43 PM
CT (US)
15 / 19
Glad to hear it
I'm having problems creating the randomiser at the moment though.. :/
Does anyone happen to have a demonstration / test transport randomiser that they would mind uploading for me? (so I could look at all the triggers)
Impeached VIP (Reverie World Studios)
(id: MeGaIdIoT)
This map I made has a kind of in-depth randomization system. Read the explanation of the map to understand what it does.
me
perky137 Squire
posted 09-05-08 12:49 PM
CT (US)
17 / 19
Cool, I'll have a look at that ^_^
Before I had a look at your map, I've had another try, and it's looking really good
However, it's going to take in excess if 64 separate triggers to make it all work - and that's just for the placement sequence! I've also got triggers for renaming the trigger-villagers, triggers so that I am able to fit more than 5 units in a transport ship in the dark age, triggers for relic placement, triggers to activate other triggers, and finally triggers to delete everything so that the patch of terrain I'm basing the triggers on gets cleared once everything is completed, and turns into south east Iceland xD
There's a lot more work than I anticipated, for something I initially thought would be relatively simple!!
It's going to be great when it's finished though. I've tried to make everything as real as I can, which has entailed copying from atlases, and making notes on relative elevation and including all the little islands.
There are some things that I just can't do, like making sure that the Chinese receive an extra villager (because of random teams in Multiplayer, but this shouldn't affect the gameplay too much.
My only fear now is, that while it's technically very good, it isn't a fun map to play!
Wizer Squire
posted 09-06-08 07:32 PM
CT (US)
18 / 19
Hmm.. In that case, do you have any idea how Ensemble Studios made the Real World maps?
Real world maps are in two parts. 1st part is a .scx file and contains land masses, TCs and in some a wonder. 2nd part is a .rms file and it adds all resources, elevations and units. These maps can be edited, but first they must be extracted from the .drs file, I use drsexplorer works well. If you want more info. there was a link provided in another thread recently about editing here. Good luck.
Plus, it would involve everyone else editing their R/W map, and it would also mean losing a R/W map.
It's just so time consuming creating all these triggers, it's already a 64kb map with triggers. The randomization of relic placement and player spawns works really well ^_^ I've currently got the triggers working for players 1-6. It takes 20 minutes to do 1 player's triggers -- and that's if you're fully caffeinated.