So a map of 4096x2240, being that it's under 10,000,000 in area and also done in multiples of 64, "should" theoretically work right? Because that's what I just started working on a map size of... >.<
Multiples 64 should theoretically work, but multiples of 512 are a safe bet.So a map of 4096x2240, being that it's under 10,000,000 in area and also done in multiples of 64, "should" theoretically work right? Because that's what I just started working on a map size of... >.<
Multiples of 512 would screw up the aesthetic beauty of the map I'm using. I'll risk it and go with 64. Worst case scenario I can morph the 4096x2240 to 4096x2048 without losing too of the map's integrity. >.<
Change the frame scale in static.txt IIRC.
static const float TEXELS_PER_TILE = 512.0f;
static const float TEXELS_PER_TILE = 1024.0f;
So, rivers.txt. If think I get most of what's going on there, but a few things seem kinda wierd.
As far as I see, green dots are the river source, yellow dots are where one river splits into two and red dots are when two rivers merge into one.
- Why do some rivers not have green starting dots, though? What does that change?
- What's up with the different shades of blue? Some rivers have seem, some are one shade of blue all the way. I can't make out a difference ingame.
- Some rivers extend into the sea quite far (like the Nile). What does that accomplish?
Different shades of blue are the strength of the river, for the defensive bonus
Ah, another files' mysteries solved.
Thanks, James and Arko.
Someone should really consolidate all this information and create a comprehensive map modding guide.
If I actually get my scratchbuild map to work and there isn't one yet, I may start on that next.
Different shades of blue are the strength of the river, for the defensive bonus
You sure? I thought that river defense bonus was static.
The color, however, changes the size of river in the map. River extending to the ocean is used to create current from the river.