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techumseh
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of the frozen North.
Apr 1999 time: 22:16
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Here's a simplified version. When starting your multimap scenario, add the following to the Rules Text, right after the @TERRAIN3 field:
@SECONDARY_MAPS
6, 0,0, 0,0, 0,0,0,0, 0,0,0, 0,0,0, 0,0,0,
;6, 0,0, 0,0, 0,0,0,0, 0,0,0, 0,0,0, 0,0,0,
;6, 0,0, 0,0, 0,0,0,0, 0,0,0, 0,0,0, 0,0,0,
This will create a 2 map scenario. Take away the semicolons on the other two lines and you can add a third and/or a fourth map. You can use either game generated or pre-made maps. The only provisio is that they must all be exactly the same dimensions.
There are 4 @TERRAIN fields which function exactly the same as in MGE, except there is a Yes or a No at the end of each line. Yes means the terrain is impassible.
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Boco
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who was once King for a week.
Jan 2001 time: 00:16
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Must be the same dimensions, but can differ otherwise. Note that when you start using multiple maps, CivCity and CivTweak are but fond memories. I'd love to be wrong, but in my hands they can't edit multimap files.
I've just been working with multiple maps lately. It's a great way to introduce reinforcements.
(Shameless example)
(/Shameless example)
In this shot, the dark brown is ocean. All land terrain has an mf cost of 0. Access by land units to the central transporter (the blue dot) can be dictated by ChangeTerrain events. So, a complex stack of reinforcements can then be given access to the main battle map with a single ChangeTerrain instead of multiple CreateUnit actions. In this case the transporter is unidirectional.
I'll bet Catfish has some nasty orc tricks with multiple maps by now. 
One thing that caused me trouble. I added maps to my old El Aurens file (single map scenario created from the Original game), edited the rules text, and saved in a new folder. I could deploy units and edit all maps, but I couldn't use the teleporters. When I couldn't figure out anything clever, I started from scratch using the SciFi game and imported the EA maps. Teleporters worked fine. Did I miss something in the text files (@TERRAIN>2, @SECONDARY_MAPS, @UNITS_ADVANCED, @MAP_TRANSPORT_RELATIONSHIPS), or is there a teleport toggle encoded in the sav file?
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N35t0r
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( o Y o )
Jan 2000 time: 02:16
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Responding Jim's question:
quote: Originally posted by techumseh
Here's a simplified version. When starting your multimap scenario, add the following to the Rules Text, right after the @TERRAIN3 field:
@SECONDARY_MAPS
6, 0,0, 0,0, 0,0,0,0, 0,0,0, 0,0,0, 0,0,0,
;6, 0,0, 0,0, 0,0,0,0, 0,0,0, 0,0,0, 0,0,0,
;6, 0,0, 0,0, 0,0,0,0, 0,0,0, 0,0,0, 0,0,0,
This will create a 2 map scenario. Take away the semicolons on the other two lines and you can add a third and/or a fourth map. You can use either game generated or pre-made maps. The only provisio is that they must all be exactly the same dimensions.
There are 4 @TERRAIN fields which function exactly the same as in MGE, except there is a Yes or a No at the end of each line. Yes means the terrain is impassible. |
I guess you can create from one to 4 maps, depending on how many of the secondary ones you make availiable (they are disabled with the semicolons)
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Mercator
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Sorekara no Nanimo
Jan 1970 time: 06:16
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quote: Originally posted by jim panse
So those maps can be different. Excellent. |
What use would it be to have 4x the same map? And if you have ToT I would assume you have at least looked at the different games (Extended Original, Sci-fi, Fantasy, Midgard). 
quote: Each one has its own Rules set I assume ... |
As techumseh said, no. Only the terrain rules and graphics are different, the rest is like MGE (if I didn't foget anything ). Oh, a transporter can only transport to the exact same coordinate on another map. Only with the "starport" city improvement you can transport to a different location (like an airport, except between maps).
And yes, what N35t0r said, 1, 2, 3 or 4 maps, whatever you want. But don't ask me how to do it. (but techumseh is the expert in that area anyway)
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