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  1. #1
    Needs more flowers Moderator drone's Avatar
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    Default Re: Game mechanics questions

    So a few more have cropped up.

    12. How does the game determine which sea a port connects to? The SetPort:: lines in the startpos files place the port on the map grid(X, Y, with the 3rd number being facing?), is it just the graphic placement that determines this, or is there another file/connection I'm missing? First SeaRegion that appears in the SetNeighbours line for the land region?

    13. The "POP." field for a region's SetAttributes line is for the unrest factor, correct?

    14. There seems to be an inconsistency between VI's PDF techtree and the VIKING.TXT regarding the royal offices from the Royal Hall and Royal Armoury. Just some typos?

    15. What determines the battle map used? My guesses based on the startpos files and the repository thread: the SetBorderInfo line will determine the map when attacking from the first column region to the second, with "land lie" (inland/coastal) and "vista" (flat/hilly/etc) choosing the battle map type, and river/no_river deciding on bridge battles. The SetAttributes line for a region is used for castle assaults, sallies, and rebellions, with "region attributes" determining the map type. Is this correct?

    Many thanks.
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  2. #2
    Second-hand chariot salesman Senior Member macsen rufus's Avatar
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    Default Re: Game mechanics questions

    Ah, I noticed tmrw never came - so on to the next

    12. How does the game determine which sea a port connects to? The SetPort:: lines in the startpos files place the port on the map grid(X, Y, with the 3rd number being facing?), is it just the graphic placement that determines this, or is there another file/connection I'm missing? First SeaRegion that appears in the SetNeighbours line for the land region?
    SetPort is purely cosmetic - determines where the port graphic appears on the campaign map. Where it ACTS is down to the SetNeighbours entries -- the FIRST sea region listed for a land-region's neighbours will be where the port acts (ie this is the one where you must connect to for trade, launching invasions etc).

    13. The "POP." field for a region's SetAttributes line is for the unrest factor, correct?
    0 is normal, 3 is Portugal, 10 is insane....

    14 - no comment on quality of documentation Titles/offices are determined by relevant entries in Startpos files. If a title is applied to a building which can be upgraded, the title will disappear once the upgrade is done (unless you have another building of the same type elsewhere - this is why most titles apply to top-tier buildings).

    15. What determines the battle map used? My guesses based on the startpos files and the repository thread: the SetBorderInfo line will determine the map when attacking from the first column region to the second, with "land lie" (inland/coastal) and "vista" (flat/hilly/etc) choosing the battle map type, and river/no_river deciding on bridge battles. The SetAttributes line for a region is used for castle assaults, sallies, and rebellions, with "region attributes" determining the map type. Is this correct?
    Maps are defined by their name, which need not bear any relation to their contents, and are selected by name to match the border attributes as you have twigged. Note that for sea invasions you can't "read" which map will apply as there is no rollover tooltip for the sea-land borders (so you can be evil here when modding )

    I did read once that maps called something like flat2mnt and mnt2flat allow you more map types - alas they both get selected as options for the same borders.
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  3. #3

    Default Re: Game mechanics questions

    Quote Originally Posted by macsen rufus
    0 is normal, 3 is Portugal, 10 is insane....
    Are you telling me that I can set the 'rebellious' factor to higher than 4?

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