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Re: Strategic Map load in source code[message #339065 is a reply to message #339059] Wed, 21 January 2015 14:28 Go to previous messageGo to previous message
Flugente

 
Messages:3507
Registered:April 2009
Location: Germany
@CVB: We can have max 256 maps per level. There are 4 levels (normal level and 3 underground levels), so 1024 max maps. However, a lot of vital strategic functions does not work underground - pathing, facilities, helicopter, reinforcements, and so on. It is similar to the tactical roof level insofar as that a lot of functionality has been cut, simply because the original devs didn't want with that additional complication.

Given that, it would be surprisingly easy to add even more underground levels - but as these are so limited in their functionality, I neither see the need nor gain.

All the sectors on the map we cannot access are empty. By creating a new map with the editor and correctly adding it to the xmls, yes, we can add new sectors. If I recall, AIMNAS uses a few sectors that have no equivalent in stock 1.13, and other mods do that too. What limits us from using all 256 sectors is the simple fact that creating new maps is hard work (note how good smeagol is in creating new maps, and it'll still be years before he's finished mapping Aruclo). Codewise, all necessary work has long been done.

[Updated on: Wed, 21 January 2015 14:29]




I know now that it could never work between us, as much as we wanted to, it could never be! Not because you're a rabbit, but because you're black.

If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.

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