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  • Multi Maps in TOT

    Hullo fellers,

    as I intend to use multiple maps (i.e. two ) in one of my projects I was wondering if someone could provide me with some information about how to set them up.

    As far as I know, my current knowledge about that is this:

    * Both (or all in the case of using more than two) maps must be the same size.

    * All other game things like terrains, cities gfx, etc. will be the same for both maps.

    And now for my questions:

    * Connection between these maps is ensured by the teleporters, either in cities or with the teleporter field improvement? (This being my most important question, btw.)

    * Say, Boco, is your reinforcement scheme in EA2 working? Could you provide me with some information about the transfer of units between that map and the actual game map?

    * What about the AI's ability to switch between the two maps? (Ok, I might be joking using the AI word in connection with the ability word, but then ... )

    * I take it that the overall number of units and cities does not increase despite using more maps than one ...

    * I take it that also alliances, etc. count in the entire world and not only on one map?

    Any advice, please

  • #2
    Under cheat menu, you can import extra maps.

    You should know the rules though!

    Maps all must be the same dimensions.
    Each map has it's own terrain settings and GFX.
    Map relations for unit 'native' transport should be set before you load a scn file.

    Catfish, Tech and Boco can fill you in on the more complex matters...

    They are the resident experten!

    http://sleague.apolyton.net/index.php?title=Home
    http://totalfear.blogspot.com/

    Comment


    • #3
      My thanks go out to thee, Master Curt, for this fast reply. I was thinking along these lines, yes.

      As a matter of fact, I would need only a small number of cities on my secondary map and I was (and still am) hoping to get some information on the intermap transportation issue.

      Did I get it right that there is such thing as a terrain improvement which enables you to toeleport units from map1 to map2?

      Any more information is highly appreciated

      Comment


      • #4
        There are 2 such standard options:

        1. The "teleporter" terrain improvement that is both buildabe & pilageable. It can have 3 different graphics (gates to hell/ tunnel entrance/ Jo's maw) on the same map
        2. The "teleporter" city improvemant that transports between cities that have the improvement across maps, much like the airport/ airlift function

        Of course there is also the innate ability of some units to use teleporters and/or to teleport themselves, between the maps they are allowed in.
        "Whoever thinks freely, thinks well"
        -Rigas Velestinlis (Ferraios)
        "...êáé ô' üíïìá ôçò, ôï ãëõêý, ôï ëÝãáíå Áñåôïýóá..."
        "I have a cunning plan..." (Baldric)

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        • #5
          Thank you for even more clearance

          As far as I understood that so far ...

          @ (1) that "teleporter" terrain improvement works like the "airbase" terrain improvement, right? If so, it takes one turn to move from map1 to map2, right?

          @ (2) I could easily prevent that by not including that possibility. The more important feature is (1), I will concentrate on that.

          Therefore my next questions:

          * What do you mean by these 3 different appearances? Does this mean something like 3 different graphical appearances? If so, do these 3 different graphical appearances differ in their ability as a teleporter? In which order do these appear, i.e. is every third teleporter a "gate to hell" or a "tunnel entrance"?

          * And, last (for now) but not least, in what part of the TOT game files I would find them?

          Thanks in advance

          Comment


          • #6
            Yes, they are found in the cities.bmp file. They are the 3 next to the two airbase icons.
            However, if you compare the cities.bmp in the "original" and "fantasy" folder, you will see that they are slightly different, the 2nd and 3rd icon are not available in the (extended)original game in the terrain improvement popup as options.
            In the fantasy game, the player and AI can certainly build teleporter type 1 but teleporters 2 & 3 are preset by the scen designer.
            In a 2 map scen their possible different attributes are irrelevant I think, since they can only link map A to map B.
            "Whoever thinks freely, thinks well"
            -Rigas Velestinlis (Ferraios)
            "...êáé ô' üíïìá ôçò, ôï ãëõêý, ôï ëÝãáíå Áñåôïýóá..."
            "I have a cunning plan..." (Baldric)

            Comment


            • #7
              Originally posted by jim panse
              @ (1) that "teleporter" terrain improvement works like the "airbase" terrain improvement, right? If so, it takes one turn to move from map1 to map2, right?
              No. Teleporting on a transporter terrain improvement instantaneously moves the unit to the same coordinates on the map at the other end. No movement points or turns are lost.
              Civilization II: maps, guides, links, scenarios, patches and utilities (+ Civ2Tech and CivEngineer)

              Comment


              • #8
                What he said.

                In my hands, teleporting via city improvements completely ignores restrictions set by @UNITS_ADVANCED. These settings do, however, effectively restrict movement via teleporter squares. If you muck up the assignments, they can be hexed. Theoretically speaking, of course — I always plan flawlessly.

                And yes, the reinforcement scheme in EAv2 works quite well in this regard. So does using maps to restricting unit building.

                I can fill you in on how to make one-way transporter squares, but it's involved. If you need it, I'll post later when my head isn't killing me (catching a cold from my kid).

                The AI will move between maps, but only on it's own terms. Examine MoveUnit command parameters, and you'll see you can't program it. AI intermap movement is largely a black box for me. Designing the 'donor' map to have fewer land masses of larger size helped me in EA. This was spurred by a suggestion from Catfish who noted that small islands (<4 squares?) tend to encourage the AI to put units asleep despite the proximity of a teleporter. In EAv2, German U-Boats (i.e. naval units) will frequently move via native ability between maps, but usually does so in spurts.

                Hope this ramble helps.
                El Aurens v2 Beta!

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                • #9
                  If Curt has no objections, I will post 2 recent emails I sent him, outlining the use of @UNITS_ADVANCED and @MAP_TRANSPORT_RELATIONSHIPS to control intermap movement as well as the Transport event, which changes them during the scenario.
                  Tecumseh's Village, Home of Fine Civilization Scenarios

                  www.tecumseh.150m.com

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                  • #10
                    First, thank you.

                    Now for some more questions ...

                    * Has anyone some experience if the AI would actually use the terrain improvement if it would be located well outside a city?

                    @ Curt/Tech: Would you mind posting/forwarding these emails abovementioned?

                    @ Boco: If you could provide me with additional information about this teleporting issue I would be extremely grateful!

                    Comment


                    • #11
                      Originally posted by jim panse
                      * Has anyone some experience if the AI would actually use the terrain improvement (teleporter?) if it would be located well outside a city?
                      .
                      .
                      .
                      @ Boco: If you could provide me with additional information about this teleporting issue I would be extremely grateful!
                      Yes, I've observed the AI using teleporters away from cities on the same map. Up to 6 Tribal Volunteers (camel riders) have hopped in a turn in this example. More might do it if they were available, but that was enough for me.



                      Two maps are superimposed here. Map0 is the main map that looks like western Sinai. All but one of the cities (Garasha Bedu, in a line between Port Suez and Oghratina) are located on this map. Map1 is the donor map. Ocean on this map looks like desert. All land 'under' the Sinai, which is a single land mass on this map, is linked by RR lines. This forms a tan-olive grid that effectively marks land squares in the donor map land mass. Teleporters exist on the donor map under cities of the main map. Most of these are marked with the callout in the bottom left. Garasha Bedu, the only city on the donor map (on this continent), churns out Tribal Volunteers. As long as at least one city on the main map remains Turkish (orange), there is a route for Tribal Volunteers built in Garasha Bedu to hop to the main map. Since cities can't coexist with teleporter terrain, there is no way to return to the donor map.

                      As a result of this Byzantine scheme, the Allies must face nuisance raids by Tribal Volunteers until they capture all of the Sinai. Once the cities are taken, the valve is closed. Of course it can open with a gush should the Turks recapture a city. No events are needed.

                      For some reason, it usually takes the AI a turn or two to 'warm up' before exploiting this setup. Not sure why, since all land movement on the donor map is enhanced by RR.

                      Does any of this spam make sense?
                      El Aurens v2 Beta!

                      Comment


                      • #12
                        Its good to see a thread started Steph that deals with one of the most powerfull but seldom used features of the ToT platform.

                        Thanks for all those who've contributed already .

                        Comment


                        • #13
                          Here is William Keenan's tip, from the Cradle of Civilization site. It's what I used to learn the craft : http://coc.apolyton.net/guides/map_t...html#How_works
                          Tecumseh's Village, Home of Fine Civilization Scenarios

                          www.tecumseh.150m.com

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                          • #14
                            Tech, I read that file over and over again. Thank you for that link!

                            As far as I understood it by now is it true that you can not alter the grid where a teleported unit appeared?

                            That's too bad - imagine a space scenario where you could travel at light speed or someting like it ...

                            As far as I understood that starport improvement (it is a city improvement, eh?) and how it works - i.e. you can only move one unit at a time & the unit transferred can not be moved until the next turn, right?

                            Comment


                            • #15
                              Yes, the city improvement has a limit of one transfer per turn. No, the unit using the city improvement can continue movement unimpaired. My main complaint about this improvement is that is ignores teleport relationships in @UNITS_ADVANCED.

                              As far as I understood it by now is it true that you can not alter the grid where a teleported unit appeared?
                              I'm a little slow...don't understand the question. Do you mean that you can't use ChangeTerrain in a teleporter square without destroying the teleporter? Haven't tested that.
                              El Aurens v2 Beta!

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