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  • Roads in Scenearios

    I play OmniGods World map as a scenario and I got a problem. The AI don't seem to build roads. When I start a new game and a random map the AI build roads.

    Anybody else that have run into this problem?

    /Mathias
    [This message has been edited by Matte979 (edited December 12, 2000).]

  • #2
    The problem is based on the size of the map I believe since the AI doesn't travel too far it decides to build road to certain points only if they require transport... and from what I've seen they build cities rather close to each other, under the threshold for roads... and if they're too far then they can't build them.. it's a win/lose situation... I'm looking to address that, but haven't found the key just yet... if you find it let me know and I'll put a new version out with the quick fix....

    Omni

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    • #3
      Messed around with it until i got tired of it.

      The reson seems to be the map size. must be some calculation that gets screwed with big maps.
      Maybe the can patch it.

      /Mathias

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      • #4
        look out for RoadUtilityBonus in strategies.txt in the aidata folder.....

        Comment


        • #5
          I doubled that bonus and still no roads.
          I increased all of them to 400..

          It works on the standard sizes.
          Its on your world map OmniGod, do you have the same problem?

          There are problems with larger maps than standard. Must be some error.

          [This message has been edited by Matte979 (edited December 13, 2000).]
          [This message has been edited by Matte979 (edited December 13, 2000).]
          [This message has been edited by Matte979 (edited December 13, 2000).]

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          • #6
            So let me get this right.. you would like a map which has to be 2:1 ratio so that in this case 210 then the height has to be 420? Please tell me there's another way, since I don't want to have to redo all my maps... okay there's only 2 but you get the idea... and by that it means that they'll be much too big and slow every computer down... hmmmm

            I hope that's not what you're asking...

            Omni

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            • #7
              Wasn't my itention to joke about it, i understand it's a lot of work. I was just happy to find the cause. Your maps great so we badly need some way to get it working.

              One more thing i atleast got this problem don't know about everybody else.

              There is one thing I will try that is to change the factor in const file. There is first height then width and then a factor maybe you can change that one?

              I tried to do it for your world map but seems its a factor 0.933333333333333 so that might be why it didn't work there. But we need to figure this out I for one need maps that arent times 2. Maybe thats why the world map from Activison looks so strange.

              This problem raise one more question does this affect other AI behavior?


              /Mathias
              [This message has been edited by Matte979 (edited December 13, 2000).]
              [This message has been edited by Matte979 (edited December 13, 2000).]

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              • #8
                Just tested if you change the size in const you need to change the factor aswell.

                So if we could adjust your map to a factor 1 that would be enough.. So 220 220.. Not sure how we do this.

                /Mathias

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                • #9
                  Okay... with the converting to a factor of 1 causes the system to crash..... I'm at a loss though the game was created as a factor 2 map... 1 alternating tiles across the top to 2 on the side.... if I was to *remake* (ugly word) it to a factor then the size would be 210 x 105 in normal terms... thus a really fat world... there has to be another reason for the error.... starting up a new world may not be a direct comparison to the map I made... but let me poke some more and get back to you...

                  actually - changing the value ###x### 2 to ###x### 1 had no effect in creating a new map the dimensions were the same if the same numbers were used.... my question is does that second number actually play a part in the game, since I'm not noticing any diference... did it play a part in CTP? That goes out to skorpion... since I figure you'd know...

                  by the way the map was created 210x150 thus I don't know where .91333 comes from? wouldn't it be either 1.4 or 0.714?

                  Omni
                  [This message has been edited by OmniGod (edited December 13, 2000).]
                  [This message has been edited by OmniGod (edited December 13, 2000).]

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                  • #10
                    OmniGod,
                    Don't worry, you don't need perfectly square maps. Check out my Alexander scenario- that's both an odd size and larger in total volume than Gigantic size, yet everything works there.

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                    • #11
                      Thanks... didn't think of that... then what might I ask is up with my map?

                      Omni

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                      • #12
                        Omni,

                        No, it has no bearing on making a map. Only the first 2 do. In fact, in CtP1, within the map files themselves, they were defined as 70,140,2 while CtP2 now only defines them as 70,140.

                        I believe Activision's official position is maps must be 2:1 but they don't really have to be unless you are creating a flat map. The only gotcha is map sizes must be even.
                        Don,
                        CtPMaps (Hosted by Apolyton)

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                        • #13
                          Okay I remeasured the final map... I swear that I started with 210x150 but it seems that the final map was 225x210.... I'm still confused about that one the map is an even number isn't it... if you measure tile for tile it's 450 across the top and 210 down the side or does it have to be 224? or am I just looking for something that isn't there??

                          Omni

                          Figured out why I thought the map was smaller, it's just that I started one first that was that size then the map I was creating from changed... and I started over with 225x210.... must change that info whereever I have it posted... small oversite only a difference of 63,000 tiles... oops
                          [This message has been edited by OmniGod (edited December 13, 2000).]

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                          • #14
                            Not sure, but did you increase it for all the categories of just for the default... since I don't think anyone but the barbarians use the default

                            just a brief thought
                            Omni

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                            • #15
                              Solved. My work as systemengineer isn't a total waste.

                              It has to do with the map size. For it to work the map size has to be a factor 2. Tried to modife the factor in const to the factor used in the world map and no roads. Try to make a big map with factor 2 and it works. Now i wonder if this affect other parts of the game i played alot with Omnigods world map.

                              Now i need a way to convert it to a factor 2 map or maybe you have some spare time Omni .

                              /Mathias

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