Re: Regarding the landmass ratio...
thanks IceTorque just trying to understand where limits come from...
Have just got this to load which is sort of your map reversed to avoid my regions block and with a lot of extra black sea's (EDIT:thats got 66824 px continuous sea in corrected regions so effictively 267296 in heights)
https://img118.imageshack.us/img118/...ksea2ev.th.jpg,
its giving me the same graphical glitch I get if I have smaller regions block on large map; have also tried mirroring it to get back to normal view - including moving army positions in strat - and that crashes!!!!!:furious3: .
this bug is really annoying me now - I will hunt it down and kill it!!!!!!!!
P.S. I don' really want to go beyond 1021 I just want to be able to do it for geographical regions with less land, ie. med. with less eastern land mass or for a britain you can actually sail around!
Re: Regarding the landmass ratio...
That glitch is just a simple error with one of your tga's. It's nothing to worry about, I get the same thing happening often. A possible cause could be an error with your map_regions tga. If a settlement is not represented as a black dot or is placed over water, the engine will place it in the bottom left corner. You could have more than one settlement missing from the tga or one or more settlements positioned on water. You probaby already know this but in case you don't and to save you a bit of time, only the map_heights and map_regions need to be present for the map to work.
As for getting a map to work with max water tiles, ( Great Britain ) you are way ahead of my knowledge in this area, All I could suggest is to use a map that represents Britain in a more upright position, that would reduce the water to land ratio.
-IceTorque
Re: Regarding the landmass ratio...
Thanks all for previous help and suggestions, still not getting to any useful conlusions. But have one more non-useful one:
In previous testing I found that larger ratios of sea/land could be achieved by adding relatively small amounts of land to either; divide sea areas, with either solid or 'land bridges' and / or make small geometric adjustments to shape of sea. When the small amount of added land was then made impassable by using map_ground_types.tga to cover that land with impassable forest then the map CTD'd again.
To test out a hunch I've changed experimental map back to all land in map_heights and used same shape areas as for previous rectangular area test
to place impassable forest where sea was. CTD occurs in exactly the same way. ie:
https://img402.imageshack.us/img402/8111/gttall1am.jpgdoesn't work but
https://img402.imageshack.us/img402/9645/gtsplit6bj.jpgdoes.
I think this shows that CTD is caused by extent of areas that land units can not walk over, rather that by extent of sea as such. (back to pathfinding again! anyone understand anything about that?)
Still keep arriving back to we need something that looks like sea - but units can walk on it - BUT that you can block off from coming into effect in game...... ARGHHHH...
Re: Regarding the landmass ratio...
sorry for draggin up an old topic, but I think this may perhaps be related to the topic ..
I made a huge map (4* the size of the vanilla map) and gave it a fair portion of sea but in the center using small strips of land I divided the sea into 4 equal portions, all fine so nearing completion of my map_heights I remove 2 of the 4 strips of land, making the 4 sea's into 2 double size sea's, still all fine, so I remove the last 2 strips of land ...
the game generates a map.rwm file, it load just fine and I can press the turn button as I please, I can however not freely view the center Iland on the map as it causes a CTD, wich is pretty weird as the Iland hasnt changed itself and putting back 2 strips of land doesnt stop the CTD..
could this be related to a sea-problem, as the only change thats more or less still there is the "shape" of the sea, as reconnecting the Iland so I again have 2 sea's and even making sure I have less sea than before doesnt help ..
G
Re: Regarding the landmass ratio...
I don't think your problem can be sea related, once you have got as far as generating a new map.rwm sea problem is solved. If you can't view region by scrolling over it, it is normally problem with selecting combination of faction creator / sub-faction for rebel occupier / owner in descr_strat versus default region and default rebel in descr_regions.txt. At least in RTW, I haven't yet had problems on that in BI...
Re: Regarding the landmass ratio...
may sound strange but I was already hoping it wouldnt be able to be the tga's ..
I already noticed, and figured it was because I modded the imp. campaign and not a prov. campaign, that whenever the rebels show themselves within my actual screen I get a ctd, but as they arent around at start (afaik) I figured it had to be a sea related problem, however still makes me wonder why now all of a sudden constantly get a ctd when I scroll over a pretty specific part of my map "near" a settlement, specially if you know my map is actually a mirrored map from a map 1/4 its size (mirrored twice) and it doesnt happen at the other 3 (same) locations ..
G
Re: Regarding the landmass ratio...
if it is text related as first suggestion, mirroring is irrelevant as each region will have different name and possibly different faction ownership / rebel etc.
however, remembering I have early version of your map on HDD that doesn't look like problem unless you changed much since. You had Latins as rebel for everything and senate for owner of all privinces which should work. When I've done simple map I've normally used romans_julii and Etruscans rebels for each but I doubt that makes difference.
Quote:
I already noticed, and figured it was because I modded the imp. campaign and not a prov. campaign, that whenever the rebels show themselves within my actual screen I get a ctd
I don't think that should be happening regardless of the folder you are working in.
You had slave faction in strat without any army (on version I have) if that is still same I'd give slaves an army or two (which should be sub_faction of a faction on the map) and possibly the really basic family tree / relative line as is done in vanillla RTW.
If that doesn't fix CTD you need exercise in analysis to work out what is different in the area that CTD's when you view it. If it is first or last in file that could mean something..
Re: Regarding the landmass ratio...
in respect to any files related the current map is the same as you have, but map_heights is very much different (within a similair concept), the biggest difference is that it has lesser landmasses, the remaining landmasses have been altered in size and shape and there's a lot more sea ..
(if you'd take a quick look at both from a distance you might mistake them for one an other .. :P)
I've had some rebels on a 2-settlement testmap I made just to make sure every file was in order as I had it at the time I had that sea-issue, and each and every time I started seeing its banner or shoes, depending from where I came, it gave me a ctd.
removing the rebels allowed me to take the other settlement and become victorius ..:D
I already tried putting back the senate in rome (wich is the settlement on the Iland), but after I've seen the romans and come to the "ctd-spot" it gives me a ctd.
anyway I'm glad to hear it isnt in the tga's (or at least shouldnt) and am not about to spend more time trying to find some issues that only seem to have appeared with switching from modding the imp. campaign to using a prov. campaign
I'll try as you suggest and base my rebels on the vanilla settings, if it doesnt help (in this case I doubt it will help) I'll see if porting things back over to the imp. campaign solves my issues, anyway currently I want to keep focus on making the map
Thanks again for your help Makanyane ..;)
G
Re: Regarding the landmass ratio...
I think I may have found in this particulair case what has been causing me trouble .. (and it seems that in a way it is sea-related .. afaik)
I cut all the edges slightly but didnt at the time to make sure I "generally" had the edges between sea and land at a low height, wich meant I had a map filled with rough edges.
made de edges height 1 and the ctd hasnt happend since *knock on wood* ..
G