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#1 |
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Major
Join Date: Apr 2002
Location: Den Haag, Netherlands
Posts: 602
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Bridge from Kazan to Igrim
Inspired by Inferis, I hacked the adjacent.tbl file to provide a land bridge between Kazan and Igrim. It seems to work, even though it leaves some artefacts around the borders of the two provinces. I have PM'd Johan for advice, but in the meantime perhaps some of you would do me the service of testing my hack?
First, here is a picture Second, the download (EDIT: new filename) Third, in the zip is the file adjacent.tbl which needs to go in a folder called Map in the AGCEEP folder. For example, on my computer it is in C:\Games\Europa Universalis 2\AGCEEP\Map. Doktarr has recently posted some new AI-helping events for Russia in the regional thread, so if you would be so kind as to help us test if the AI now can make use of the new route ![]() EDIT: a full version of the map can now be found here: http://www.itworks.sk/wisk/ Last edited by WiSK; 08-10-2004 at 19:10. |
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#2 |
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Watery Tart
![]() Join Date: Mar 2003
Location: Michigan
Posts: 1,249
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The red lines are an unpleasent side effect.....can't be removed.
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It's true that every time you hear a bell, an angel gets its wings. But what they don't tell you is that every time you hear a mouse trap snap, and Angel gets set on fire. |
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#3 | |
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Major
Join Date: Apr 2002
Location: Den Haag, Netherlands
Posts: 602
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#4 |
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Major
Join Date: Apr 2002
Location: Den Haag, Netherlands
Posts: 602
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Or are you commenting on the big red lines in my screenshot? Because those are, an army moving from Kazan to Igrim and back again
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#5 |
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Captain
Join Date: Apr 2003
Location: 15 VII 1410 Tannenberg... right flank
Posts: 358
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It doesn't look good but it certainly does the job
![]() However I think it would be necessary to remove the knowledge of Igrim from Kazan and Golden Horde to ensure that they won't colonize there.
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War is not about who is right, it's about who is left. Anders Russel |
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#6 |
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Colonel
Join Date: Sep 2003
Posts: 1,104
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...or make them innovative mercantilist land people. The knowledge is nice as then russians wouldn't have to discover it, but would get it on Kazan conquest. I hate to guess where the prov is estimated to be.
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#7 |
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Et Léonard devint ch'ti
Join Date: Sep 2001
Location: Plaine de la Bière.... Si,si
Posts: 2,757
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Or possibly create the State of Viatka (assimilated by Muscowy in 1489).
But there is a risk of early colonisation along the Ob River |
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#8 |
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Lt. General
![]() Join Date: Jan 2002
Location: Odense, Denmark
Posts: 1,523
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Should this not be included in the new AGCEEP patch? We've been crying for this connection for so long!
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Scandinavians unite! |
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#9 | |
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Major
![]() ![]() Join Date: Jan 2003
Posts: 535
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#10 | |
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Major
Join Date: Apr 2002
Location: Den Haag, Netherlands
Posts: 602
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Also, we have to decide whether movement across the bridge should count as movement across a river or not. |
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#11 | |
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Captain
Join Date: Apr 2003
Location: 15 VII 1410 Tannenberg... right flank
Posts: 358
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Quote:
) terrain and there are numerous rivers there (at elast when I look in the map ). So crossing that "magic bridge" should cost as much (or even more, but I don't know if it can be done) as crossing Wolga.
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War is not about who is right, it's about who is left. Anders Russel |
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#12 | |
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Field Marshal
Join Date: Oct 2001
Location: Massachusetts USA
Posts: 9,457
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Quote:
I'd also increase the movement time for Igrim so as to slow movement into that province. Pretend it's halfway through the PTI, so it takes much longer to move into from either side.
__________________
" Ignoring the root causes of terror, turning a blind eye to the oppression and despair of millions may be easier in the short run, but we learned on September the 11th, if violence and fanaticism are not opposed at their source, they will find us where we live." GWB Sick of only the big boys getting the Dutch revolts? Try the Dutch Revolts Mod |
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#13 | |
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Major
Join Date: Apr 2002
Location: Den Haag, Netherlands
Posts: 602
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#14 |
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Major
Join Date: Apr 2002
Location: Den Haag, Netherlands
Posts: 602
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Oh, another thing. I did try adding several little straits graphics between Kazan and Igrim. In order to show the human player there is a connection. However, the game doesn't show the straits graphic in the PTI. So maybe there's another way to put extra graphics in that area?
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#15 | |
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Field Marshal
Join Date: Oct 2001
Location: Massachusetts USA
Posts: 9,457
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Quote:
I was sugestign changing the 'Size Modifier' in province.csv.
__________________
" Ignoring the root causes of terror, turning a blind eye to the oppression and despair of millions may be easier in the short run, but we learned on September the 11th, if violence and fanaticism are not opposed at their source, they will find us where we live." GWB Sick of only the big boys getting the Dutch revolts? Try the Dutch Revolts Mod |
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#16 | |
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Major
Join Date: Apr 2002
Location: Den Haag, Netherlands
Posts: 602
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#17 |
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Major
Join Date: Apr 2002
Location: Den Haag, Netherlands
Posts: 602
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Some more observations...
Removing the 'river' between Kazan and Igrim does not solve the graphical problem. Obviously, it does shorten the time to travel between the provinces. Setting values for SizeModifier in province.csv makes the journey longer into a province. It seems to take an extra 9 days when SizeModifier=1. This is great for moving between Kazan and Igrim. However, it also takes extra time to travel from anywhere else, i.e. Ufa to Kazan, and Pimsk to Igrim are also 9 days longer. |
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#18 |
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Watery Tart
![]() Join Date: Mar 2003
Location: Michigan
Posts: 1,249
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I believe size modifier can be negative aswell
__________________
It's true that every time you hear a bell, an angel gets its wings. But what they don't tell you is that every time you hear a mouse trap snap, and Angel gets set on fire. |
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#19 |
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Major
Join Date: Apr 2002
Location: Den Haag, Netherlands
Posts: 602
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I just realised that Tanone already made a tool to make new connections in adjacent.tbl and his program is much nicer than mine
I spent ages writing that, but it was not the breakthrough I thought it was
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#20 |
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Major
Join Date: Apr 2002
Location: Den Haag, Netherlands
Posts: 602
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I will continue to talk to myself
Seems that to get rid of the graphical artefacts - providing I understand Inferis' explanation of the lightmap files correctly - that I would need to add a 'border' between Kazan and Igrim. Possibly that is not even enough. Since I'm telling the game that Kazan-Igrim is a river crossing, I might even need to add a section to the Volga as well. It won't need to be contiguous with the rest of the Volga; I could shove it into the middle of the PTI. It also only needs to be 12 pixels wide, i.e. 4 pixels of Kazan-border, 4 pixels of River, 4 pixels of Igrim-border. Why 4 pixels? Because it needs to exist in lightmap3.tbl as well and that has zoom factor x4. |
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