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Cheikar

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Sep 14, 2015
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Does anyone know the coordinate system used for identifying specific tiles on a planet? I have tried numerous times to figure it out, but I can't figure out a coherent system. I suspect both tooltip displays (both regular and debug) might be bugged. If that's the case, then this is an exercise in futility.

I thought that the tiles would follow a simple coordinate system that starts from one of the four corners. For example (starting from the lower left corner), a 25 tile planet would look like this:

(0,4) (1,4) (2,4) (3,4) (4,4)

(0,3) (1,3) (2,3) (3,3) (4,3)

(0,2) (1,2) (2,2) (3,2) (4,2)

(0,1) (1,1) (2,1) (3,1) (4,1)

(0,0) (1,0) (2,0) (3,0) (4,0)

For a planet with fewer than 25 tiles:

X X X X X

X (1,2) X (3,2) X

(0,1) (1,1) (2,1) (3,1) X

(0,0) (1,0) (2,0) (3,0) X


Or some variation on those. Does anyone know how the tiles are laid out?
 
Does anyone know the coordinate system used for identifying specific tiles on a planet? I have tried numerous times to figure it out, but I can't figure out a coherent system. I suspect both tooltip displays (both regular and debug) might be bugged. If that's the case, then this is an exercise in futility.

I thought that the tiles would follow a simple coordinate system that starts from one of the four corners. For example (starting from the lower left corner), a 25 tile planet would look like this:

(0,4) (1,4) (2,4) (3,4) (4,4)

(0,3) (1,3) (2,3) (3,3) (4,3)

(0,2) (1,2) (2,2) (3,2) (4,2)

(0,1) (1,1) (2,1) (3,1) (4,1)

(0,0) (1,0) (2,0) (3,0) (4,0)

For a planet with fewer than 25 tiles:

X X X X X

X (1,2) X (3,2) X

(0,1) (1,1) (2,1) (3,1) X

(0,0) (1,0) (2,0) (3,0) X


Or some variation on those. Does anyone know how the tiles are laid out?


I woudl really hear some devs on this.

there is a "random_tile=" but no "specific_tile"
 
If there was a coordinate system I think the planet generation would use it, however it doesn't. If you want a specific tile you have to use conditional limits. For example, at empire generation when placing the capital it finds a tile with no blocker and more than 3 adjacent tiles (so 4) so it doesn't start on the edge or in a corner. It then takes in turn random neighboring tiles and assign resources and buildings to those.

I presume that since the game in general use randomly generated planets the team decided to not implement any form of tile coordinate system in the scripting language as it was never used in game.