Home » MODDING HQ 1.13 » v1.13 Modding, Customising, Editing » v1.13 Modding, Customising, Editing » Enable Sectors like O14, J1, etc. & Function Militiamaps (Baby Steps Map Editing)
| Enable Sectors like O14, J1, etc. & Function Militiamaps[message #357037]
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Sat, 23 March 2019 15:02
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| Kitty |
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Messages:505
Registered:October 2017 Location: Germany |
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While experimenting with maps, I wonder how to activate the normally impassable sectors (e.g. J1, I1, O14, O15, etc.). As I have seen in mods like AR or Type P, one can make use of them. I was able to copy those maps and can make changes to them in map-editor. During my ingame test I can only travel there in tactial view, no fast travel possible. They are also greyed-out on my stratetic map.
I looked into AR and Type P files to see what is different. I came across movement-cost.xml and changed it, like in Ar and Type P shown. Loooking into the files, movement-costs.xml was the only one I can identify making changes to those maps. I changed the B_maps, but that didn't do it, did change nothing with the sectors I wanted to add.
So, question is, how do I make them accesible in stratetic view? I'm pretty suree I'm overlooking something, but can't find it. Is there a thread out there I've overlooked (I searched plenty).
Another thing I don't quite understand is militia maps.sti How do I set them up the right way? Simply copying a bmp out of my radarmaps.sti's and place them over a bitmap of cutout of surrounding sectors and putting it back into sti? Will that do the trick? It doesn't seem to work for me. I see positions (X/Y) in STIedit, but don't know how to provide the right ones or what they are refering to.
I looked into map-editor guide, the named mods files and searched the forum, but couldn't find a description on how to create working militiamaps.sti. So, it might rather be simple, but I can't find the way how to do it for myself.
Any advice or hin t for me? Thx.
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| Re: Enable Sectors like O14, J1, etc. & Function Militiamaps[message #357040 is a reply to message #357039]
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Sun, 24 March 2019 00:04 
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| Kitty |
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Messages:505
Registered:October 2017 Location: Germany |
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Hm, still doesn't work properly. I can't reach I2 or I1 in stratetic travel at all. With the following settings I can only reach I2 in tactical, but from I3 only. I1 couldn't be reached at all. All maps have Center,N,W,E and south entry points.
I thought with e.g. I2 west=sand and I1 east=sand would be the proper settings and so on. What's wrong with the following setting? I looked at the working maps settings and this seemed to be the way. I'm pretty sure, I might oversee something obvious, but I can't find it.
Here's what I did:
<Sector y="H" x="1">
<TravelRating>60</TravelRating>
<North>TOWN</North>
<East>TOWN</East>
<South>SAND</South>
<West>EDGEOFWORLD</West>
<Here>TOWN</Here>
</Sector>
<Sector y="H" x="2">
<TravelRating>60</TravelRating>
<North>TOWN</North>
<East>TOWN</East>
<South>SAND</South>
<West>TOWN</West>
<Here>TOWN</Here>
</Sector>
<Sector y="I" x="1">
<TravelRating>0</TravelRating>
<North>SAND</North>
<East>SAND</East>
<South>GROUNDBARRIER</South>
<West>EDGEOFWORLD</West>
<Here>COASTAL</Here>
</Sector>
<Sector y="I" x="2">
<TravelRating>3</TravelRating>
<North>SAND</North>
<East>PLAINS</East>
<South>SAND</South>
<West>SAND</West>
<Here>COASTAL</Here>
</Sector>
<Sector y="I" x="3">
<TravelRating>45</TravelRating>
<North>ROAD</North>
<East>PLAINS</East>
<South>ROAD</South>
<West>PLAINS</West>
<Here>COASTAL_ROAD</Here>
</Sector>
<Sector y="J" x="2">
<TravelRating>50</TravelRating>
<North>SAND</North>
<East>ROAD</East>
<South>ROAD</South>
<West>GROUNDBARRIER</West>
<Here>COASTAL_ROAD</Here>
</Sector>
Can you try to explain this for dummies?
[Updated on: Sun, 24 March 2019 00:07]
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| Re: Enable Sectors like O14, J1, etc. & Function Militiamaps[message #357047 is a reply to message #357044]
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Sun, 24 March 2019 21:22 
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| Kitty |
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Messages:505
Registered:October 2017 Location: Germany |
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Yes! Success. Thanks for reasuring me, that this a correct setting and pointing me to load order. I made a new clean copy of my game+mod setup, new radarmaps and maps in userprofile of mod like before and this time I also put movemetCosts.xml in a folder named TableData\map and put this folder in UserProfile of mod, too. Started a new game, cheated to kill the wellcome party and cheat-teleported my squad to I3 and tried fasttraveling to I1 and some variations of this. This finally worked.
Only afterwards I was looking in my vfs-setup and since the mods-vfs is directly left to the userprofile, I don't think that changing the xml dirctly in the mods folder has been causing my problems. What I've done wrong is probably much more stupid... I didn't start a new game. And since i spent a lot of time with mapeditor lately, I should have known allready that map changes require the sector to be unexplored or, like when changing cities locations, a new game - doh.
Initialy I started looking into map-editing because I wanted to add sandbags to every tileset in AR. With the help of Hawkeyes guide ( http://thepit.ja-galaxy-forum.com/index.php?t=msg&goto=269120&&srch=shadow#msg_269120 ), plenty of forum reading, looking at other mods tilesets (wildfire was a great help btw.), dozens of other maps and good old trial and error with STIedit (palette adjusting still is a roling dice to me) I think I'm capable doing this now.
While learning this, I realized how much work this actually is. I will look with different eyes on mods like Wildfire, Vengeance Reloaded 1.13, AV, Type P, Night Ops and so on from now on.
I'm still working on my AR-sandbags, finding out if changing tileset 0 and look what's messed up afterwards, or changing each map itself is better. I haven't, but I know now that I probably can combine it with mods providing sandbags, but yeah, need a goal to work. But beyond this, I realized how much more possabilities are out there. Shipment points, merchants to add, new imp, new mercs, new voices,npc-placement...geez, this list is endless (and even longer if counting in stuff like weapon- or item-editing). I've been trying out a lot of those possabilities, looking into what I may be capable of and what not, with different success and a whole bunch of questions popping up everytime. But up until now, I consider this as fun. Variety is the spice of life and I hope that i will be perserving enough to continue this until I reach a result, whatever this may be in the end.
I've been playing JA2 since it was released and something with this game keep drawing me back again and again over decades now and ever since I found Biohazard back then, I was hooked with modded versions, too.
So, a big thankyou to all the great people here for keeping this up.
[Updated on: Sun, 24 March 2019 21:29]
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| Re: Enable Sectors like O14, J1, etc. & Function Militiamaps[message #366061 is a reply to message #365516]
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Thu, 02 May 2024 23:22 
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Marcus |
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Messages:123
Registered:November 2014 |
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I started editing MovementCosts.xml and the game started to crash when hitting new game in the main menu.
I got a fresh file and only edited a couple of sectors and the changes were not applied. Then I remembered about this thread.
I added a TableData/Map folder in the Profile one, no effect..
I added a TableData/Map folder in Profile/my mod and I had an effect: The game crashed when hitting start game in the new campaign sub menu.. An AI group was trying to move from a sector to another through an EDGEOFTHEWORLD.
And the campaign hadn't started yet 0.O
Anyway, I give for granted that I must leave MovementCosts.xml for a later time. Still, I must keep the AI from using sectors that will be open seas. Since the game would read the original maps I see two options:
A: Unpack vanilla 1.12 maps and delete the ones that should be empty (And those in 1.13 Map folder. Those in Profile as well?). The 1.12 Data/Map will have to be distributed with the mod.
B: Make blank maps in my mod/maps folder. If I recall correctly 32 foes must be placed on a map to make it work correctly, so maybe this won't solve the problem.
Anyway, apart frmo MovementCosts.xml towns.xml and so, are there any other .xml/.dat that need to be edited? Anything hardcoded? Please keep in mynd that I need to add sectors that are unused and delete others that are used instead. AFAIK nobody did this on a large scale.
Long story short: Any comments, thoughts, opinions, advices?
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Sergeant
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| Re: Enable Sectors like O14, J1, etc. & Function Militiamaps[message #366062 is a reply to message #366061]
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Fri, 03 May 2024 00:41 
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| Kitty |
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Messages:505
Registered:October 2017 Location: Germany |
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Look into your ...TableData/Army/PatrolGroups.xml
Don't sent patrols to where they can't go (i.e. impassable, EdgeOfWorld, etc)
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Your stuff don't nescessarily need to be in UserProfile when you set up an own vfs.ini for your mod
i.e., make a vfs.ini that point to Data-YourMod
create the directory Data-YourMod
and put all your modspecific stuff inside
I only did put what I mentioned above in UserProfile for some quick testing (too lazy to set up vfs at that point, but if you're going serious mode, create a vfs for your mod)
[Updated on: Fri, 03 May 2024 00:42]
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| Re: Enable Sectors like O14, J1, etc. & Function Militiamaps[message #366063 is a reply to message #366062]
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Fri, 03 May 2024 08:08
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Marcus |
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Messages:123
Registered:November 2014 |
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I didn't remember about PatrolGroups.xml, thanks for the pointer. I hope it will be enough: Chitzena will be under the ocean and the garrison wil try to leave it.. (joking)
Thia whole modding thing feels like a kind of jigsaw puzzle. But I'm making and shaping the pieces, I'll complete it!
I edited both patrolgroups and garrisons.xmls to no avail, the problem was in the movementcost file in a way or another. I managed to circumvent the problem though: I made a pocket around Chitzena original position using the EDGEOFTHEWORLD string. The game starts silksmooth and the player cannot access the area.
[Updated on: Sun, 05 May 2024 07:08] Report message to a moderator
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Sergeant
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