Post by Aves Dominari on Nov 20, 2012 15:07:41 GMT -5
Hey, Kyzrati. Several times you've mentioned having areas connect to make buildings larger than 2x2. I can't seem to find anything about that in the modding guide, though, and I don't see any obvious answers in the file itself. Mind giving us a quick rundown of the process?
Not complete buildings per se, but collections of related buildings. It's described piecemeal in the manual where it covers new areas.xt data. To create groups of areas use the Groups (and Group Core) feature. There is a simple example provided in the manual--did you find it?
"Mutually Exclusive", "Repel Groups", "Preferences" (corner/edge) and are other features I haven't used yet but they can provide more control over map generation.
I'm also considering adding 3x3 support in M3, for huge structures.
On a related note, last night I added support for huge 3x3 areas which will be available when M3 comes out (planning on some time mid/late December). That combined with area groups (where 3x3 is the core) would enable you to almost fill an entire map with more a predictable layout.
I assume this is using some kind of modified data (?). I haven't seen anything like that in all the random Cataclysm maps I tested (=many). Seeing this suggests some of the data is out of order and/or the areas.xt order does not match the blueprints.xt order.
If you are using the default data, you probably don't have it anymore ( ), but it would be helpful if you could provide me with the map seed that produced that map--then I could run it myself and see!
To anyone who encounters a strange looking map, remember that you can always record the map seed used (from run.log) and use it to generate the same map again!
As you write that i think i get the problem. I was angry about those Drugdealers as in one game they shot down a lot of my civillians and trying to get rid of them only made me lose XCOM-members. So i removed them from the areas.xt beliving those tiles are connected by their name. But as is seems they are connected through their position in that List(?)
Hehe, I see. To complete remove them properly, you have to also remove their blueprints, since the two files have to match up exactly.
There's an easier way to get rid of the drug dealers, though, without removing anything: You can just change the areas.xt Frequency > Count > Min/Max column to 0 for the dealer house, or change its Appear Weight to 0, which will have the same effect (you'll never see them again!).
Just out of curiosity, is there a way to connect 2 areas between forced phases?
Like you wanted use specific startareas in conjunction with specific bossareas in Rookie's Tale
That could be done by using the Mutually Exclusive setting. For example in Rookie's Tale the two 3x3 areas will never appear on the same map because they both have the "Huge" string. You could expand that method and add a bunch more strings to make sure that certain end areas will only be matched up with certain start areas. (It's the opposite of what you're asking for, but achieves the same result, because you would set it so that there would only be one option left if a certain start area was chosen.)
That means if A spawns first, neither B nor C will, and if either B or C spawns first, A won't. That by itself doesn't do anything to make sure B and C spawn next to each other, though, which you have to use groups for. If either B or C spawns first though, then the other still has a chance to appear on the same map. Does that answer your question?
Post by Aves Dominari on Jan 20, 2013 14:08:27 GMT -5
Alright, that's easy enough to understand. But what about this? There's three objectives that need to be on the map, so I force them to spawn. However, I want there to be some randomness for each objective, so I make three different versions of each area and make them all mutually exclusive. Now I have nine forced areas, only three of which are allowed to spawn due to mutual exclusion. How does the game handle that? What has priority, Min_Count or Mutually_Exclusive?