Lord Daniel13
Member
posted 11-01-07 08:12 PM EDT (US)
Well, I don't know of anyone who knows this but I discovered a way of not only being able to paint terrain from upper layers to the underground, but to paint border terrain. and when I say paint i mean not just only one of the different type of hexes for each terrain type, but all the hexes randomly painted. So I would like to know if anyone else had noticed this and if there's more investigation in this glitch ?
Lord Daniel13
Member
posted 11-03-07 08:47 AM
EDT (US)
4 / 26
So I tried out the other three types fo terrain and they don't seem to be very usefull. The reserved terrain seems to work pretty much like wasteland, it's just a little darker. The coast terrain is like top level water and the transparent terrain gives you an error message and some times causes the editor to close (not crash).
Lord Daniel13
Member
posted 11-07-07 10:07 PM
EDT (US)
10 / 26
So I've got the release file with all the terrain from the upper layers to the underground and the border terrain along with a "border erraser". But I don't know exactly wich files are needed (I did this in the version of the game that comes with the devEd included so may not work with normal versions) so I need someone who knows how to do this and help me put it in the downloads section.
Gandalf theWhite
Member
posted 11-11-07 08:33 AM
EDT (US)
13 / 26
Sure, I'll gladly test it, you may find my e-mail dress in my profile. I have to warn you I'm rather busy nowadays so I'm afraid I won't be able to spare some time for next week or two.
I'm afraid I can't help you with the DOS installation - I don't know even the basic DOS commands:/
Arctic Wolf
Member
posted 11-27-07 12:25 PM
EDT (US)
14 / 26
Hi Daniel
I have been watching your threads with interest as you seem to have resolved an issue I have been thinking about for some time. I have not had time to play with the editor and check out your new "Mod" but I shall investigate when I have time.
If I understand you correctly the new release file allows underground terrain to be placed on the surface and vice versa. You allude to new terrain types as well which I am curios about. Are these the terrain tiles used in editting the combat maps? Also you seem to suggest that the border area is now convertable to mapping area. And all of these changes are compatable with someone who plays the map with the regular TSR1.36 rulest. In other words I will not need your release file to play the maps. Is my understanding correct?
Lord Daniel13
Member
posted 11-30-07 01:15 AM
EDT (US)
15 / 26
Yes, you understand most of it correctly. What I have discovered is basically to do terrain inversion tricks in the 1.36 version of the game, which are fully compatible with unaltered versions of the game, so yes, you will not need my release file in order to play the maps. I see that I couldn’t find I way to explain myself in my first post so here’s a more technical description.
First of all, there is nothing for tactical combat maps. There are no new terrain types, when I say terrain I am talking about trees, mountains and other the stuff. The only new feature is border terrain.
While browsing the different object types the game consisted of in the DevEd I found a Random Hexagon (*paint*) item. What this does is to take all hexagons found (in both underground and surface and not only in the hexagons windows) of the selected type and place them randomly in a selected area. So this is the same as the paint tools for the different terrain types, and since I am not actually creating a new hexagon (just something that “places them”) there are no compatibility issues with TS136.
So after that I had to think a way to be able to put objects from the surface in the underground since there’s no point for it without the actual terrain. So I thought of copy/pasting the different terrains, but then I remembered that the game only knows that it’s the terrain with the ID# *whatever*, not the “trees that look funny” or the “slightly small mountain”. So this brought a new compatibility problem, but also the solution. What I did is that I copy pasted the ID# from a terrain in the surface (i.e. a tree) to the same object I had previously pasted in the underground. This meant that the original game would recognize the object, as it had one with the same ID# built in it. I also discovered that there cannot be two items with the same ID# in the same level (underground or surface), but there can be one ID# 100 item in the underground and another ID# 100 item in the surface, for example.
So basically you will find that all the terrain from the surface was copied to the underground.
Now, the border terrain. This is actually no new terrain, it’s just a way to put and delete border hexagons. In order to place the border I just used the Random Hexagon item and selected border (using the actual hexagon in the hexagons section had unstable results). But deleting it was more of a trouble. In order to delete border I had to put an actual hexagon (not the random hexagon tool, a real hexagon) in the “viewable” sections of the editor. When you select this hexagon its like if you had selected the normal paint tools, but this hexagon has different “rules”. If you use it in the border it will overwrite the border with normal “editable” terrain. Also, on normal terrain it has the same effect of the copy paste trick which changes the hexagon type but not the actual terrain over it. Note that the hexagons used to delete border must also be TS136 compatible, as they are selected with the random hexagon tools. Also terrain that was before border is not seen in the minimap, so be careful with where you make very important places.
So that’s it, sorry if the post is too long (way too long) but that was the only way I found to express myself.
Arctic Wolf
Member
posted 12-01-07 11:05 PM
EDT (US)
17 / 26
Thanks Daniel for the explanation.
What you have created is very similiar to what I use for my maps privately. With one big exception. The idea to use and abuse the border tiles is awesome.
My private release file which I have used for most of my map making sound very similiar. I also have added all of the current 1.36 add ons like the 'map abilities' add on and dev edit into the package to give my map making the complete freedom to add in anything which is compatible with 1.36.
I shall look forward to the first maps which make use of your great addition.
To Gandalf. I have not forgotten you but I have run into several obstacles on the home front. My plan is to send to you a complete package of finished maps and partially finished maps with a broad outline. I have at least 50 maps in various stages of completion with most requiring only tweaks. But the maps are for three separate campaigns, and it is my wish to rejig everything to one broad campaign.
Until I have the outline finished I want to hold things in check. The last mega campaign got grounded because of storyline squabbles so I need to nail down the broad strokes before we start seriously. There will be lots of room for you to add maps and to edit existing maps. But the overall storyline will be my domain.
You can look forward to something arriving in your in box in January after the Christmas rush.
Lord Naismith
Member
posted 12-21-07 10:55 PM
EDT (US)
19 / 26
Wanted to pass by a thankful and appreciative thanks Daniel for this gem you've discovered. This kind of discovery this far after AoW was released means perhaps more interest and more people will be interested in joining this community and making maps. I cannot wait to start downloading maps with this new trick once you grand map-makers start using it.
I request perhaps this awesome discovery somehow be stickied, or round up together and placed somewhere Map-makers new or old to AoWH will be able to learn and use.
It's these kind of stuff that will continue to make AoWH a swell and thriving place to be in. ^_^
Cheers Daniel!
TuoDrable
Member
posted 01-03-09 05:33 AM
EDT (US)
22 / 26
Alphonze, most of us send turns manually to each other.
I use the smtp address of my provider's email, but I don't think everyone has that. ;-)
Alphonze 56
Member
posted 01-11-09 08:48 PM
EDT (US)
26 / 26
Oh, I found a glitch to the 'Lava on Surface' trick, which is one of my favorites: Should a unit with any of the path abilities walk near a patch of lava, it gets converted like solid land.