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Posted: Sat Mar 08, 2008 7:35 pm
by Gray_Lensman
deleted

Posted: Sat Mar 08, 2008 8:46 pm
by lodilefty
Gray_Lensman wrote:Related but OT:

Hmmm, just discovered how to make ExMap acknowledge and use newly defined terrain definitions. It's actually pretty simple. All that has to be done is to move a copy of the new .ter file into ExMap's GameData/Terrain folder. That takes care of ExMap editing changes for new .ter definitions.

Reason I discovered this is that there are 6 new .ter files in the normal game ACW/GameData/Terrains folder that are obviously for European NCP game. It has several new entries that really caught my eye because of a couple of other map items I am looking at. "MountainPass.ter" is of real interest, in regards to at least 2 areas on the map. A future Cumberland Pass region, and (1486 Shenandoah, VA). !486 Shenandoah, VA should actually be "MountainPass.ter", but to make it really work, the region just to the east needs to be split into 2 regions, with the Eastern half remaining what it already is and the new Western half (adjacent to 1486 Shenandoah VA) a new region representing the valley between the mountains. Oh, Wow, does my enthusiasm show here? My next project after the RR work is complete is making a few of these strategically necessary new regions.



Sigh. I thought I had tried that. :bonk: It works!
I had to edit the ModPath.ini as well as ExMap21.ini to get there..... [I'm also doing WIA map stuff. So much to remember! :nuts: ]

Looks like 'Moutain Pass' is actually a jumplink, not a 'terrain'.

Moves are ~2 for clear weather
Has the "IsCrossing = 1" that defines jumplinks.
..and more to the point, ExMap lists it as a jumplink! :siffle:


So it [and MountainCrest] are new jumplink tools with different transit times we can use for those mountains, as opposed to replacing mountains. Need to test to see how it works [can we 'link in - link out' of an impassable mountain?]

...and get them added to AACW!!!! :innocent:

Posted: Sat Mar 08, 2008 8:53 pm
by lodilefty
Note that the NCP database has these new terrains, but the movement values etc. appear to be different, probably tailored to that games maps rules timeframe, etc.

But at least they're all there to play with!!!! :siffle:

Posted: Sat Mar 08, 2008 8:59 pm
by Gray_Lensman
deleted

Posted: Sat Mar 08, 2008 9:09 pm
by lodilefty
Gray_Lensman wrote:MoutainPass.ter still might be usable as a JumpLink, in fact it might be directly of use for the Cumberland Pass experiments. I'll have to check into that. So much new stuff, I'm diverging quite a bit in my work, but the RR work is on hold until this new beta work is officialized anyhow.

I've already fired off an email to Pocus concerning adding the new .ter definitions into the "AACW_DB_Terrains.xls" file. In fact, that was what I was currently doing before replying here... Going into the "NCP_DB_Terrains.xls" file to copy over these new "tab" definitions, on the probability that he will agree. If not, I can just toss the rework, we're only talking 10 minutes work.

I'm hoping the ACW game engine will already recognize these new JumpLink(s). That's another experiment to try in a few minutes. Cumberland Pass might be achievable sooner than we think.


AACW recognized 'Canal', so it should work. Just edit the alias file.....

At the risk of repeating myself myself, we'll have to adjust the NCP numbers [generally upward] to match up with AACW [unless they get adjusted downward, but tat's another thread. :nuts: ]

Posted: Sat Mar 08, 2008 9:19 pm
by Gray_Lensman
deleted

Posted: Tue Mar 11, 2008 12:56 pm
by Rafiki
[color="Blue"]This discussion has by request been split of from the "Erie Canal Mod"-thread (http://www.ageod-forum.com/showthread.php?t=8042) to keep both topics "on-target". Enjoy! :) [/color]

Posted: Wed Mar 12, 2008 1:28 am
by Gray_Lensman
deleted