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Multi Maps in TOT

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  • #16
    No, Dave, before I read that manual @ CoC I was trying to ask if you could have - say - one field improvement on map1 and one on map2 anywhere, e.g. in the opposite corner of that map ...

    ... stupid me

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    • #17
      Not stupid at all in my book. IIRC, looking at the hex values in a SAV file, theoretically you should be able to do just that. Sadly, that isn't the case.
      El Aurens v2 Beta!

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      • #18
        Hmmm ... as I said before, that would have been quite a good deal, imagine all these wonderful wormhole transports from Alpha to Delta quadrant

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        • #19
          Excellent thread, chaps!

          Some cool ideas/advice...!

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

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          • #20
            Hexing transport relationships

            To consolidate more transport information into this thread, here're some bits buried in Seeking advice for El Aurens v2

            by Catfish
            Also need to check the byte for the number of transporters (offset 29896). I'm not sure whether it's an unsigned byte or an unsigned short integer (offsets 29896-29897). I suspect the latter.
            An example of transport data from EAv2:



            Code:
            4F 00 = x coordinate of 1st square linked by transporter  
            11 00 = y coordinate of 1st square linked by transporter  
            00    = map for 1st square  
            00    always 00 in EAv2  
            4F 00 = x coordinate of 2nd square linked by transporter  
            11 00 = y coordinate of 2nd square linked by transporter  
            03    = map for 2nd square  
            01    = transporter type (0-2 = types 1-3)  
            00 00 always 00 in EAv2
            Using the same idea that you had JP, Catfish tested to see whether changing the coordinates of the second square to something a worm-hole distance away would work. No dice. Didn't confirm it myself.
            El Aurens v2 Beta!

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            • #21
              Top stuff! (even if all experiments did not work)

              I will post up some examples of Tech's advice on
              map relations here when I get home from work!

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

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              • #22
                Does the AI tend to pillage the transporters?

                It would much of a turn off.
                Last edited by Palaiologos; June 24, 2006, 10:49.
                "Military training has three purposes: 1)To save ourselves from becoming subjects to others, 2)to win for our own city a possition of leadership, exercised for the benefit of others and 3)to exercise the rule of a master over those who deserve to be treated as slaves."-Aristotle, The Politics, Book VII

                All those who want to die, follow me!
                Last words of Emperor Constantine XII Palaiologos, before charging the Turkish hordes, on the 29th of May 1453AD.

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                • #23
                  As luck would have it this thread might directly relate to a project of my own I have in the works, I'll just shamelessly bump it to the top of the thread board for easy future reference.

                  Boco, Curt, thankyou kind sirs for your expertise on this topic.

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                  • #24
                    This one may prove useful to me as well.

                    UDB

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                    • #25
                      IIRC, DarthVeda did manage to use Scotto's CSPL utility in order to "redirect" terrain transporters in his incomplete Kyokujitsu scenario. I don't know anything beyond that, considering my sad lack of computer programming experience.
                      "If you are not confused by quantum physics, then you haven't really understood it." -Niels Bohr
                      "The true test of your character is what it takes to stop you." -Dr. Bob Jones Sr.

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