(google translate)
Once I started making a map editor in Turbo Pascal, but I had a little time. Now I have time and I want to continue.
I want to be able to do anything I want. Connecting or splitting land masses, changing any terrain to any other, etc.
Yet there is something to investigate, but pre-pre-pre-alpha version is able to do all this and game runs OK. Land mass ID and move costs are updated, of course.
But now I ran into a problem.
There are a myriad of codes for each type of terrain - shore, desert etc. I made a lot of fresh maps, discovered the
dependence of individual codes on the surrounding tiles and put the results into spreadsheets. I have complete Desert, Rivers, Mountains and Hills table. Only a small amount of Tundra on maps, but I believe that over time, I have the complete Tundra table. I am now able to draw a desert or mountains area with smooth adjacing tiles.
But I have trouble with the shore. After processing 80 maps I had about 65% of the codes. After 200 maps about 70%. After 480 maps 72%. So it makes no sense to continue this way.
Some configurations never once appeared. One-tile lake (water 1x1) with no incoming river, water tile with 2 rivers incoming from opposite directions, water tile with more than 2 rivers. etc. I extracted sprites from terrain.lbx, looked at them and found that lot of cofigurations have no corresponding sprites, so not every configuration is possible. I edited the missing codes into the map, started the game and tested it in the eyes, but it is a mission impossible.
I know about https://dl.dropboxusercontent.com/u/1430...eGam2.html, it is very useful, but there is no detailed list of codes.
If I change a shore code to any other, game works properly, but shore line looks crazy. I don't like it.
It is possible that the code table will remain incomplete and will be continuously updated with each new game. And the editor will not permit any unknown shore configuration, so edited savegame will contain no inproper values. Buit it looks somewhat... undone.
Once I started making a map editor in Turbo Pascal, but I had a little time. Now I have time and I want to continue.
I want to be able to do anything I want. Connecting or splitting land masses, changing any terrain to any other, etc.
Yet there is something to investigate, but pre-pre-pre-alpha version is able to do all this and game runs OK. Land mass ID and move costs are updated, of course.
But now I ran into a problem.
There are a myriad of codes for each type of terrain - shore, desert etc. I made a lot of fresh maps, discovered the
dependence of individual codes on the surrounding tiles and put the results into spreadsheets. I have complete Desert, Rivers, Mountains and Hills table. Only a small amount of Tundra on maps, but I believe that over time, I have the complete Tundra table. I am now able to draw a desert or mountains area with smooth adjacing tiles.
But I have trouble with the shore. After processing 80 maps I had about 65% of the codes. After 200 maps about 70%. After 480 maps 72%. So it makes no sense to continue this way.
Some configurations never once appeared. One-tile lake (water 1x1) with no incoming river, water tile with 2 rivers incoming from opposite directions, water tile with more than 2 rivers. etc. I extracted sprites from terrain.lbx, looked at them and found that lot of cofigurations have no corresponding sprites, so not every configuration is possible. I edited the missing codes into the map, started the game and tested it in the eyes, but it is a mission impossible.
I know about https://dl.dropboxusercontent.com/u/1430...eGam2.html, it is very useful, but there is no detailed list of codes.
If I change a shore code to any other, game works properly, but shore line looks crazy. I don't like it.
It is possible that the code table will remain incomplete and will be continuously updated with each new game. And the editor will not permit any unknown shore configuration, so edited savegame will contain no inproper values. Buit it looks somewhat... undone.