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Map sizes using the BMP to WBS Converter tool

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  • #16
    Above 11 civs, does the map size continue to scale or does it continue to use a constraint of 128x80? For instance, what is the default size for 18 civs?

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    • #17
      The number of civs is dependent on map size, not the other way around. It doesn't get any bigger than Huge (by default). You can have as many civs as you want on a map though by using the custom start screen.

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      • #18
        Originally posted by Feet
        Maq: I didn't do anything with the FoW for this conversion just let it at defaults. This was kinda just a test to see if I could build a map. I'll be starting from scatch again for the map I actually intend to use. I thought perhaps it might be because the BMPs I use may have been slightly different in places in pixel size and position of the colours. Hence me wanting to start again to make sure. Is that possible or would it not make a difference?
        Well i was suggesting uncovering the FoW because on my map 61*83 you couldnt zoom out fully or scroll it all either at the beginning of the game till i uncovered the FoW, i think its just a normal game mechanic. However on your map it could be a limit with no immediate fix too.
        Call to Power 2: Apolyton Edition - download the latest version (12th June 2011)
        CtP2 AE Wiki & Modding Reference
        One way to compile the CtP2 Source Code.

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        • #19
          I think I didn't have that problem with the FoW as I have added the cheat code to the .ini file.
          Currently working on:
          A Song of Ice and Fire Mod for Civ 4!
          Click me to find out more!

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          • #20
            Ok I have experimented a bit to find out the maximum Y axis size.

            Remember before I have tried 178 on the Y but this appeared to be causing problems when zooming out a certain distance.

            Today I have tried a 63 x 128 map (so 128 on the Y). This still caused the same problem but the black line was much closer to the bottom of the map.

            So I tried a 63 x 120 map and this worked fine! No black corruption, you can zoom out as far as possible (bare in mind that these are all flat maps, I have the globe feature turrned off).

            I upped it a bit to 125 and this works too!

            So the max Y axis size appears to be someone between 125 and 127 tiles. I can't be bothered to work out which 125 is fine with me.

            I've no idea how far I could go on the X axis but taking into account the recommended sizes that CIv 4 comes with for maps you should eb able to get 180 x 125 or something around that!

            Massive map!

            I cba to try this right now but I can forsee that I may need to extend my X axis further out.

            So there you go, problem solved and we also know the max Y axis size for sure.
            Currently working on:
            A Song of Ice and Fire Mod for Civ 4!
            Click me to find out more!

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            • #21
              So using the Custom Scenario option and selecting 18 civs, a HUGE map will still use the same size parameters as it would use for one possessing 11 civs merely causing things to be a bit more crowded?

              Great work btw Feet and thanks for the great interaction Trip since I'm sure you guys are slammed over at Firaxis atm.

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              • #22
                Did I just hear hard coded in relation to civ 4 modding? :P
                GC Magazine|Gamecatcher

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                • #23
                  I don't know if it is hard coded actually. I guess it might be, but it could also be it's just a limitation of the game, that it can't handle a map size larger than that and I bet once you've filled your map with cities and units the whole thing will slow to a crawl...
                  Currently working on:
                  A Song of Ice and Fire Mod for Civ 4!
                  Click me to find out more!

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                  • #24
                    Well, I was being semi sarcastic. If it's a limitation of the game, it was limited by the programmers or hard coded so you couldn't overwork the system.

                    It would bring today's computers to a crawl, but you never know about the next computer or two you buy.

                    Out of the box I suppose it had to be hard coded, but I bet you can have your super huge map once the SDK is released
                    GC Magazine|Gamecatcher

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