Too much up and down

Post your mods and custom content here

Too much up and down

Postby DragonLynn » Sat Apr 28, 2012 4:37 pm

So, I'm looking in the map gen file to try and figure out how to make the generated maps flatter. I spent hours flattening my last map in the area of my town, and then raising a part for the tavern only to lose the map for the update. I really don't want to spend that much time again, and all the maps I generate seem to be nothing but hills. So, what would I need to change to get a flat, or mostly flat, town?


Edit: I understand that some people like a lot of up and down scenic stuff, but I just want a flat surface to build on....

2nd Edit: Nevermind, I figured it out with some trial and error... :D
DragonLynn
 
Posts: 130
Joined: Thu Apr 12, 2012 12:38 pm

Re: Too much up and down

Postby BlueSteelAUS » Sat Apr 28, 2012 4:48 pm

don't want hills/mountains on the normal map ? then just delete this section of code in your towns/data/gen_map.xml file

Don't forget to make a backup of the file before editing it

Code: Select all
   <!-- 6 mountain seeds -->
   <heightSeed>
      <num>25</num>
      <turns>25</turns>

      <northPCT>45</northPCT>
      <southPCT>45</southPCT>
      <eastPCT>45</eastPCT>
      <westPCT>45</westPCT>

   </heightSeed>

        <heightSeed>
      <num>15</num>
      <turns>5</turns>

      <northPCT>15</northPCT>
      <southPCT>15</southPCT>
      <eastPCT>15</eastPCT>
      <westPCT>15</westPCT>

   </heightSeed>


don't want the river then delete this section

Code: Select all
   <!-- river -->
   <bezier>
      <!-- At the moment _WATER_ and _LAVA_ are special types, hardcoded in-game, NOT in terrain.xml -->
      <type>_WATER_INF_</type>
      <level>0</level>
      <depth>2</depth>
      <wide>1d5+4</wide>

      <!-- First Bezier point -->
      <point1_x_min>0</point1_x_min>
      <point1_x_max>200</point1_x_max>
      <point1_y_min>-200</point1_y_min>
      <point1_y_max>-100</point1_y_max>

      <!-- Second Bezier point -->
      <point2_x_min>0</point2_x_min>
      <point2_x_max>200</point2_x_max>
      <point2_y_min>300</point2_y_min>
      <point2_y_max>400</point2_y_max>

      <!-- First Bezier control point -->
      <controlpoint1_x_min>-200</controlpoint1_x_min>
      <controlpoint1_x_max>0</controlpoint1_x_max>
      <controlpoint1_y_min>200</controlpoint1_y_min>
      <controlpoint1_y_max>200</controlpoint1_y_max>

      <!-- Second Bezier control point -->
      <controlpoint2_x_min>200</controlpoint2_x_min>
      <controlpoint2_x_max>400</controlpoint2_x_max>
      <controlpoint2_y_min>0</controlpoint2_y_min>
      <controlpoint2_y_max>0</controlpoint2_y_max>
   </bezier>


don't want lakes then delete this section

Code: Select all
   <!-- lake -->
   <seed>
      <!-- At the moment _WATER_ and _LAVA_ are special types, hardcoded in-game, NOT in terrain -->
      <type>_WATER_</type>
      <num>1d3-1</num>
      <level>0</level>
      <turns>1d50+75</turns>

      <northPCT>2d7+2</northPCT>
      <southPCT>1d20</southPCT>
      <eastPCT>1d40+1</eastPCT>
      <westPCT>2d20</westPCT>
      <upPCT>4</upPCT>
      <downPCT>5</downPCT>
   </seed>
User avatar
BlueSteelAUS
 
Posts: 473
Joined: Sun Dec 11, 2011 10:37 pm
Location: Nanango, Qld, Australia

Re: Too much up and down

Postby Mormegil » Sat Apr 28, 2012 7:26 pm

Thank you for your tip. Is there a way to gain the same flatland result with the other maps? Specifically the mixed one.
Mormegil
 
Posts: 2
Joined: Sat Apr 28, 2012 7:23 pm

Re: Too much up and down

Postby iPhoenix » Mon Apr 30, 2012 6:21 pm

Mormegil wrote:Thank you for your tip. Is there a way to gain the same flatland result with the other maps? Specifically the mixed one.

Of course. It's exactly the same process, but the file you're looking for is in data\campaigns\c1\mixed\gen_map.txt
Basically, the "normal"-map is the only map that takes its data out of the gen_...-files in \data\, every other map has its own subfolder in the campaigns-folder.
iPhoenix
 
Posts: 4
Joined: Sun Apr 29, 2012 6:12 pm

Re: Too much up and down

Postby rsdworker » Tue May 01, 2012 10:53 am

thank you for useful info - i have flat map so about dungeons levels? - example moving some levels down?
rsdworker
 
Posts: 27
Joined: Fri Mar 30, 2012 1:51 pm


Return to Modding

Who is online

Users browsing this forum: No registered users and 1 guest