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Strategic Map Editing. (SOLVED)[message #365911] Mon, 19 February 2024 17:33 Go to next message
Marcus is currently offline Marcus

 
Messages:65
Registered:November 2014
I managed to put my own map in game with a basically working grid. Needless to say the original towns are still there. What do I need to edit to move and rename them? Also, since the original mines are shown it's self evident that that piece of graphic isn't driven by the strategic map image. Does anybody know if the thing is handled automatically, or we're talking about editing a dedicated file? Thanks in advance.
I almost forgot the main question: In my hipotetical mod there is no OMERTA and the player will start in another sector anyway. I found the file with the starting sector tile but the sector isn't specified. This is NOT hardcoded, right?!?

EDIT: I found it by chance while looking for other stuff. Sorry folks, I'm still trying to find my way through all this. Anyway, the path:

Data-1.13/TableData/Map/Cities.xml

[Updated on: Mon, 19 February 2024 19:15]

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Corporal
Re: Strategic Map Editing. (SOLVED)[message #365916 is a reply to message #365911] Mon, 19 February 2024 22:25 Go to previous messageGo to next message
Kitty

 
Messages:439
Registered:October 2017
Location: Germany
Marcus wrote on Mon, 19 February 2024 17:33

I almost forgot the main question: In my hipotetical mod there is no OMERTA and the player will start in another sector anyway. I found the file with the starting sector tile but the sector isn't specified. This is NOT hardcoded, right?!?
-

If you want to change the initial starting sector, you have to tweak some things in Data-113/Mod_Settings.ini as well
(or better in Data-YourModName, but for that to actually work you have to create a vfs.ini for your mod as well)

i.e., change sector for gear drop off
[Gear Dropoff]
;if you tell a leaving merc to drop his gear in Omerta, this is where it'll end up
OMERTA_DROPOFF_X = 9
OMERTA_DROPOFF_Y = 1
OMERTA_DROPOFF_Z = 0
OMERTA_DROPOFF_GRIDNO = 4868
AIRPORT_DROPOFF_GRIDNO = 10433
and GridNo initial arrival location
[Omerta]
; initial arrival tile number in Omerta
INITIAL_MERC_ARRIVAL_LOCATION = 4870
-
There are mods that did this, take a look into Type-P or DSM to get examples to look at

[Updated on: Mon, 19 February 2024 23:44]




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Master Sergeant
Re: Strategic Map Editing. (SOLVED)[message #365917 is a reply to message #365916] Tue, 20 February 2024 01:10 Go to previous message
Marcus is currently offline Marcus

 
Messages:65
Registered:November 2014
Thx, I didn't think about this.
(Don't worry, you'll get plenty of questions like this one as soon as I try a setting-ini     Joking!)

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Corporal
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