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Old 17-09-2004, 00:25   #1
WiSK
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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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Old 17-09-2004, 03:33   #2
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The red lines are an unpleasent side effect.....can't be removed.
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Old 17-09-2004, 05:11   #3
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Quote:
Originally Posted by Khephren
The red lines are an unpleasent side effect.....can't be removed.
Red lines? Please post a screenie. What I'm getting is a thin line of Terra Incognita, next to the provinces along the River Volga and the Ural River.
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Old 17-09-2004, 05:14   #4
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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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Old 17-09-2004, 06:15   #5
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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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Old 17-09-2004, 09:20   #6
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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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Old 17-09-2004, 09:42   #7
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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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Old 17-09-2004, 10:30   #8
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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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Old 17-09-2004, 11:39   #9
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Quote:
Originally Posted by almoravid
...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.
That seems like an extremely good idea
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Old 17-09-2004, 12:22   #10
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Quote:
Originally Posted by Sikker
Should this not be included in the new AGCEEP patch? We've been crying for this connection for so long!
No, it really does need a period of testing. I do not want to be responsible for CTDs and there is still a big chance that I can get rid of the TI artefacts that are now making the rivers look weird.

Also, we have to decide whether movement across the bridge should count as movement across a river or not.
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Old 17-09-2004, 12:35   #11
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Quote:
Originally Posted by WiSK
Also, we have to decide whether movement across the bridge should count as movement across a river or not.
I think it should. The TI between Kazan and Igrim represents the Ural Mountains. I think it's quite a rough (spelled if correctly? ) 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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Old 17-09-2004, 13:23   #12
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Quote:
Originally Posted by almoravid
...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.
Russia has conquistadors to discover the province. Clicking around shouldn't be too hard, although I guess we'll have to see.Kazan really need to not have knowledge of the province.

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.
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Old 17-09-2004, 15:57   #13
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Quote:
Originally Posted by Isaac Brock
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.
The only thing I can change regarding movement time is whether or not the game considers there to be a river between the two provinces. I have a suspicion that this is what is causing the graphical artefacts. Unless there is another way to set movement times, we're stuck with this. Perhaps making both provinces into mountains, does that slow movement enough?
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Old 17-09-2004, 16:00   #14
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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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Old 17-09-2004, 17:36   #15
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Quote:
Originally Posted by WiSK
The only thing I can change regarding movement time is whether or not the game considers there to be a river between the two provinces. I have a suspicion that this is what is causing the graphical artefacts. Unless there is another way to set movement times, we're stuck with this. Perhaps making both provinces into mountains, does that slow movement enough?
Mountains slows movement into the mountain province. But Kazan really shouldn't be mountains.

I was sugestign changing the 'Size Modifier' in province.csv.
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Old 17-09-2004, 21:01   #16
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Quote:
Originally Posted by Isaac Brock
I was sugestign changing the 'Size Modifier' in province.csv.
Size Modifier is zero for all provinces in my copy of province.csv - can you tell me more about what this should do?
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Old 17-09-2004, 23:01   #17
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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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Old 17-09-2004, 23:55   #18
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I believe size modifier can be negative aswell
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Old 18-09-2004, 03:46   #19
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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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Old 18-09-2004, 13:33   #20
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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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