orzie
Official
Posts: 365
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Post by orzie on Dec 30, 2012 6:03:44 GMT -6
Sounds very nice! I was able only to vary tilesets for already existing .smp files before. Can't wait to try it out!
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orzie
Official
Posts: 365
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Post by orzie on Dec 30, 2012 8:32:33 GMT -6
Sounds very nice! I was able only to vary tilesets for already existing .smp files before. Can't wait to try it out! A wide range of opportunities has appeared with your last invention. It is really a breakthrough, you've done the year. However, some kind of .SMP editing guide should be created sometime. For example, with this new feature I successfully created a map using standard TilesB01.til, like wodensford.smp was created, and everything was fine, really fine. However, when I switched the tileset to another, like Chbldg01.til, everything was messed up and there seemed no way to change the terrain type - any type of those was just like wooden floor, and nothing else, even when I chose lava. The same happens while switching to any other tileset, like wabldg01.til, but instead of a wooden floor we've got ceramic floor for EVERY terrain, and nothing else, right as you said about "making the only available terrain". Nevertheless, your work is brilliant (as it was before), and I guess every map/encounter/quest maker should wait even more thoroughly for every next update from the now on. Also, now I am able to create my own .smp files for the GS5R3 Life Quest encounters, this is really amazing and will certainly make it much more interesting and individual.
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Post by Boaster on Dec 30, 2012 10:32:32 GMT -6
There are 3 basic tileset ups.
1. Cave. 2. Dungeon/Building. 3. Jeff (Fiske's own array of tiles).
Jeff made a multi tile tileset that allowed for some creativity. Any map created using Jeff will not be compatible with others.
Also, Cave and Dungeon/Building are not compatible with each other. Cave and Jeff are not compatible with each other.
However, if you create a map with Dungeon/Building, you may use the Jeff set.
The tilesets that end with 0X will have to be removed. They do not offer anything but a red and green eye sore.
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orzie
Official
Posts: 365
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Post by orzie on Dec 30, 2012 10:43:35 GMT -6
There are 3 basic tileset ups. 1. Cave. 2. Dungeon/Building. 3. Jeff (Fiske's own array of tiles). Jeff made a multi tile tileset that allowed for some creativity. Any map created using Jeff will not be compatible with others. Also, Cave and Dungeon/Building are not compatible with each other. Cave and Jeff are not compatible with each other. However, if you create a map with Dungeon/Building, you may use the Jeff set. The tilesets that end with 0X will have to be removed. They do not offer anything but a red and green eye sore. Thanks, it helps. [By the way], Jeff's tileset at the moment is very similar to Life Building, or I just might need to test more. Awaiting your next update with excitement.
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pardo
Member LVL 1
Posts: 10
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Post by pardo on Jan 1, 2013 7:49:54 GMT -6
It is excellent to improve the map editor, now Urak gained more life. Thanks for your work.
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orzie
Official
Posts: 365
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Post by orzie on Jan 2, 2013 4:07:29 GMT -6
The next update to the mod will further refine these changes too. Making only the available terrain viewable on different tilesets. The map editor update from 1st Jan 2013 in general works fine, but there are few inconsistencies with tilesets. cavecry2.til - does not have terrain type icons at all. debldg02.til - does not have terrain type icons at all. wabldg02.til - does not have terrain type icons at all. orbldg02.til - allows to draw only one terrain type instead of 3 (has one icon, of defaut terrain type) All of building tilesets with numbers "01" provide the supposed terrain types, but these types have got Life Building icons in terrain type array. Indeed, the work with .smp editor became 10 times easier. The feature with "New Map + Terrain" works fine with any .SCN magnifying glass icon chosen. However, when any of .SMP icons is chosen, there occur some not so important problems while pressing NEW MAP + TERRAIN. (tested on the smallest icon) - Maximum size of a .SMP map created in this way is 48x48, minimum is 32x32 and it can be only square. - While creating, e.g. a 32x32 map WHEN 48x48 map is already created, it still creates 48x48 map and fills only the 32x32 square with chosen terrain, other terrain remains unchanged. - The same case when creating 64x32: it creates 48x32 with chosen terrain and the remaining terrain in square is default. - Creation of 64x64 map leads to 48x48 map filled full with chosen terrain. So to avoid these points and obtain more possibilities in editor, the creator must not forget to press .SCN magnifying glass icons before pressing "NEW" -> "NEW MAP + TERRAIN", choose needed parameters and switch to .SMP array back if .SMP map is needed.
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Post by Boaster on Jan 2, 2013 5:49:54 GMT -6
48x48 is intentional.
Cycle the terrains available by pressing INDEX button to cycle the swatches.
Whatever issue the TILesets have, you have because of how they were made.
If you want dungeons larger than 48x48, it's not suggested, but create it as a Map, then switch it to combat.
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orzie
Official
Posts: 365
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Post by orzie on Jan 2, 2013 6:03:25 GMT -6
Now clear for me. And I just found another little issue: - Drawing second tile terrain (from left to right at the terrain panel) using the Lift Up/Lift Down button (with a hill on it) draws default type of terrain instead, in all tilesets I've mentioned before. Then, fortunately, the upper button (with a tassel) can be indeed used to draw needed terrain onto the obtained hill/crater.
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pardo
Member LVL 1
Posts: 10
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Post by pardo on Jan 2, 2013 18:33:52 GMT -6
is possible to add in the villages the opportunity to sell and buy artifacts?
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Post by Boaster on Jan 2, 2013 20:00:42 GMT -6
is possible to add in the villages the opportunity to sell and buy artifacts? Yes, with lots of work.
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orzie
Official
Posts: 365
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Post by orzie on Jan 5, 2013 23:21:46 GMT -6
While testing 128x128 .SMP file I ascertained that this size causes problems. The map scrolled from right to left just fine; however, I was not able to scroll back, being allowed to observe freely only a 48x48 piece. Further tries showed that scrolling is generally possible, but with lots of mouse moves to certain directions.
The conclusion is to use standard 48x48 size to avoid scrolling problems; I doubt somebody will need the map larger than 48x48 for a battle encounter.
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Post by myrddin on Jan 8, 2013 3:37:59 GMT -6
Well, very cool looking so far. Never worked with smps, but I'm going to have to play around with this one until I figure it all out. Nice update, Boaster.
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orzie
Official
Posts: 365
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Post by orzie on Jan 8, 2013 12:42:32 GMT -6
Some of the game windows (Your City Is Captured, Your Building Has Been Destroyed, and Don't Take This Brewery Balkoth Will Be Angry) are old-fashioned in blue-grey, like Lords Of Magic not Special Edition style. This style looks not very good while all other windows are fashioned in Special Edition black windows, they just don't get on well with each other.
Maybe you will have a will to reconsider these in future, making these windows interfaces just like the other windows.
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Post by Boaster on Jan 8, 2013 14:44:54 GMT -6
Some of the game windows (Your City Is Captured, Your Building Has Been Destroyed, and Don't Take This Brewery Balkoth Will Be Angry) are old-fashioned in blue-grey, like Lords Of Magic not Special Edition style. This style looks not very good while all other windows are fashioned in Special Edition black windows, they just don't get on well with each other. Maybe you will have a will to reconsider these in future, making these windows interfaces just like the other windows. Low priority.
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Post by boedel on Jan 13, 2013 15:36:11 GMT -6
Hey Boaster, the Marauders are overpowered. I'm in round 170 and all the other faiths except for death got killed by marauder partys. Can you fix that marauder can never kill a lord?
Thanks!
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Post by Boaster on Jan 14, 2013 0:55:14 GMT -6
Hey Boaster, the Marauders are overpowered. I'm in round 170 and all the other faiths except for death got killed by marauder partys. Can you fix that marauder can never kill a lord? Thanks! I don't believe Marauders can kill Leaders or Heirs controlled by AI.
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orzie
Official
Posts: 365
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Post by orzie on Jan 14, 2013 3:08:08 GMT -6
The leaders may have actually killed each other, with their followers becoming marauders as well.
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Post by boedel on Jan 14, 2013 5:17:20 GMT -6
Hmmm...the popup says "...was killed by Marauder Lord"
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orzie
Official
Posts: 365
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Post by orzie on Jan 14, 2013 5:27:01 GMT -6
That's strange, because when I experienced such bugs in unmodded version, the popup said "%Lord% was killed by a (space) Lord". And things like these appeared very rarely. I think twice or thrice through all my 10 years game experience.
Also in unmodded 3.01 russian one time playing Earth quest I met a unique bug which made my heir Elven King become (space) Lord who was up to avenge (space) Lord (!) for murdering me. And the game continued playing, with only Order and Marauder turns, I had become an observer.
What is true, it's the game at longer turns becomes more unstable. As for me, I never played farther than 120 turns, I just didn't need so much time to kill Balkoth.
In the mod marauders have become a mere challenge, that's true also, especially in multiplayer. If you will meet such problems in future, can you make a screenshot and upload it here? That will help.
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Post by boedel on Jan 14, 2013 9:01:51 GMT -6
Good idea! I try to reproduce the situation and make a screenshot.
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