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It is technically possible to open a custom 14.336 km map in the Editor using this mod.

However, the grid is still the exact size of the old map. You can try to expand it by editing the map tiles manually (Add Object->Areas/Map Tile). However, the game crashes if I click the "Generate Map Grid" button to get the 57 km format and try to access save/load.

I tried to remove all outside connections and border water spawners. I also tried to "Generate Map Grid" in a brand-new 57 km map. The game still crashes.
 
tl;dr: The "Generate Map Grid" button (regardless of the map tile sizes) causes the mod to crash the game.

To reproduce this issue:
1. Click Add Object
2. Areas/Map Tile/Generate Map Grid button
3. Click on Map in Workspace to save the map
4. Game crashes
 
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are there any plans for 8k/16k hight maps?
trying, but any resolution above 4k causes the water system simulation to act weird, and it’s probably the issue of shade compute, which is going to be super tough to fix with an usual way. Also, 8k/16k will noticeably affect performance and consume VRAM.
 
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tl;dr: The "Generate Map Grid" button (regardless of the map tile sizes) causes the mod to crash the game.

To reproduce this issue:
1. Click Add Object
2. Areas/Map Tile/Generate Map Grid button
3. Click on Map in Workspace to save the map
4. Game crashes
Try deselecting all start tiles before doing the tile generation. It won't crash anymore (worked here)

Possibly it try to access the old start tiles info, that are erased when you regenerate the tiles
 
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tl;dr: The "Generate Map Grid" button (regardless of the map tile sizes) causes the mod to crash the game.

To reproduce this issue:
1. Click Add Object
2. Areas/Map Tile/Generate Map Grid button
3. Click on Map in Workspace to save the map
4. Game crashes
Try deselecting all start tiles before doing the tile generation. It won't crash anymore (worked here)

Possibly it try to access the old start tiles info, that are erased when you regenerate the tiles
Yep, it worked. Thanks!

Hope this gets to be the definitive 81 Tiles-like mod!
 
Does anyone know why when I create hospitals outside the area the ambulance cars do not go out? and if there is a helicopter it goes out from the real area of the game and then goes to the place outside the area.
 

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  • MapExt57km.log
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Does anyone know why when I create hospitals outside the area the ambulance cars do not go out? and if there is a helicopter it goes out from the real area of the game and then goes to the place outside the area.
Looks like the mod loaded correctly. does 'area' specifically refer to the playable area within 57km or the 14km vanilla game playable area? This mod does not use the boundary outer space of the vanilla game as a 'new' playable area, but instead extends the existing playable area in a 'stretching' method, while the boundary outer space also expands accordingly.
If it's not about building the hospital outside the playable area in the editor, hospitals should be able to send out vehicles within 57km range in game mode. The helicopter flying off the map might be heading to the neighboring city for services.
I don't seem to be able to recreate this issue. Could you upload the save file to PDX?
 
So when importing heightmaps, should I be putting 57.344km or should I be putting 229.376km if I want the heightmap+the world map? For example, if using terraining.ateliernonta to import heightmaps, I'm assuming I'll want the 229.376km to ensure I'm getting everything, and just try and center it since that site was configured for "normal" maps?
 
So when importing heightmaps, should I be putting 57.344km or should I be putting 229.376km if I want the heightmap+the world map? For example, if using terraining.ateliernonta to import heightmaps, I'm assuming I'll want the 229.376km to ensure I'm getting everything, and just try and center it since that site was configured for "normal" maps?
if using terraining.ateliernonta, from my experience (it is better to ask the website author), you can set the 'Map Size' to 229.376km to get a 57km heightmap + a 229km worldmap together, then import them, but keep in mind that setting the MapSize above 57km will affect the height scale, which needs to be adjusted accordingly. If you don't need a world map, you can set MapSize to 57.344km to get a 14.336km heightmap + a 57.344km worldmap, then import the worldmap image as heightmap only.
 
when trying to place ground water pumping stations, im getting 'no groundwater' warning where there is ground water
Yeah, some minor systems like the groundwater pumping station/thermoelectric power station/etc didn't get fully repaired because there were too many code patches to get everything working. Also, it involves the core logic of the water pumping/power station AI system, considering the compatibility with other possible mods and the performance impact, it hasn't been fixed for now.
I might fix it all together later and give users options to choose from.
 
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Hi, I love the idea of the mod, but I'm afraid my computer is too weak to handle the 57km mod. I saw that you made a 28km version on github, but I don't know how to install it. And if it works with Paradox mods, could you upload the 28km version to the paradox mods?
 
Hi, I love the idea of the mod, but I'm afraid my computer is too weak to handle the 57km mod. I saw that you made a 28km version on github, but I don't know how to install it. And if it works with Paradox mods, could you upload the 28km version to the paradox mods?
planned to released on PDX after the next game update, I thought it would come out soon, but no luck , so 28km version will be released soon
 
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你好,请问导入真实地图后山的高度都显得过矮,这是设计原意还是导入过程的问题?
高度应该与原版一样。
但如果是使用terraining.ateliernonta.com,该网站的设计是增大地图面积会相应改变高度拉伸比例,如果保持原始高度,需要调整相应选项,个人建议固定Height Ratio并将Elev.Type调为"Maximize".
 
Trying to build a patch integration, can be toggled between 14/28/57/114km/229km with in-game options, so it's probably not to release mods with different map sizes separately. It might take a little while because i need to try out the patch sets switching trick.
 
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