"happybro" said:
Third (and last) is that i still dont get how to link maps...i even checked default's code and still didnt get it, could someone please explain it to me presisely? cause i dont understand that much scientific words i mean im only 15 years old
Alright... Here goes...
PUTTING YOUR MAPS INGAME:
1. Go to Terrain_maps.dat and note the identifiers of the entries.
Tutorial Map;//name---------------------------------------This is the name which you can cahnge to your liking
0;//identifier <---------------------------------------------------------------------------------IDENTIFIER!!!!!
29;//width
17;//height
begin_map_grid;
3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0
3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0
3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0
3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0
3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0
3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0
3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0
3.0,3.0,3.0,3.0,4.0,4.0,4.0,4.0,4.0,4.0,4.0,4.0,4.0,4.0,4.0,4.0,5.0,5.0,5.0,5.0,5.0,5.0,6.0,6.0,6.0,4.0,4.0,4.0,4.0
3.0,3.0,3.0,3.0,4.0,4.0,4.0,4.0,4.0,4.0,4.0,4.0,4.0,4.0,4.0,4.0,5.0,5.0,5.0,5.0,5.0,5.0,6.0,6.0,6.0,4.0,4.0,4.0,4.0
3.0,3.0,3.0,3.0,4.0,4.0,4.0,4.0,4.0,4.0,4.0,4.0,4.0,4.0,4.0,4.0,5.0,5.0,5.0,5.0,5.0,5.0,6.0,6.0,6.0,4.0,4.0,4.0,4.0
3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0
3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0
3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0
3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0
3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0
3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0
3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0,3.0
end_map_grid;
2. Go to areas.dat and make a new entry, putting in your identifier you got earlier.
0;//---------------------------------------------------------
Training;//area name
0;//area class
0;//climate in climate_types.dat, -1=random climate
0;//terrain map number <-------------------------------------------------------------------------------------PUT THE IDENTIFIER HERE!!!!!!!!!!!!
-1;//wrapping, 0=wrap horizontal, 1=wrap vertical, 2=wrap both
1;//random object density, the bigger the value, the more the area will get. This is multiplied ingame by the area size.
begin_alien_list;
end_alien_list;
begin_excluded_plot_object_classes;
end_excluded_plot_object_classes;
none;//enter area text, specify none to not show it
3. Go to map.dat and put in the AREA CLASS NUMBER.
5;//width of map below
5;//height of map below
4;-1; 3;-1; 5
-1;-1;-1;-1;-1
6;-1; 0; 1; 2
-1;-1;-1;-1;-1
7;-1;-1;-1;-1
end_of_file;
See the lone number 0? That's the training area from before.
So, starting from area 0, if you move right once you go to area 1, and if you go right again you go into area 2.
It's extremely easy to understand when you realise the simplicity of it... It's just hard to explain.... Very hard...
Good luck