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Anodyne
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Being perverse is bad.
Jan 2001 time: 07:20
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So, on what kind of maps do you like playing? The Planet map from the game, or randomly generated map? Also what sizes? I like them BIG. If not the 128x128, 192x192 or perhaps even 256x256 (although that makes the games quite too long...)
I, myself, have been creating maps based on Earth, using the MapUtility tool downloaded from here, at Apolyton, and topographic earth maps found at http://www.ngdc.noaa.gov/seg/topo/globegal.shtml . The only problem is that the earth maps over there use that crappy projection that enlargens the polar areas, which doesn't add to the realism when Scandinavia equals half the size of Europe in gameplay...
So, if you like playing on Earth-based maps, do you have any special place to download the maps from? Or have you created your own maps? Also, if you have links to some sites with topographic maps that use alternative projections, please post them here. And feel free to discuss about maps in general, too!
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Apocalypse
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Lexington, VA: College - Houston, TX: Home
Aug 2005 time: 00:20
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quote: Originally posted by BustaMike
1250X1250 !!!!!!!!!!
WTF! 1562500 tiles. Something would break.
Besides isn't the largest size possible 255x255 (or 256x256 maybe?). |
It went really slow. There is no actual limit though.
Last edited by Apocalypse on 08-06-2002 at 09:39
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Apocalypse
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Lexington, VA: College - Houston, TX: Home
Aug 2005 time: 00:20
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My good friend Brian Reynolds talks about map sizes:
quote: Map size is fully customizable. We haven't put any upper limits, but the geometric effect takes over rapidly above 256x256 or so--including path-finding AI, terrain, masks, and so forth, the game needs upwards of 50 bytes or so per map location, so for a 1000x1000, you're talking about astounding amounts of memory, not to mention the geometrically increased time to process AI and other algorithms. So basically we've allowed the upper limits to be determined by technology!
Brian Reynolds
Alpha Centauri Designer
FIRAXIS Games |
quote: * Made "custom map size" much easier to do; maximum map size limited only by your computer's sanity (& AI's ability to comprehend it all). A 256x256 map ran fine for me (65000+ squares, compared to 3200 in a standard map and ~9000 in a "huge" map). 1000x1000 (1,000,000 squares) took the AI so long to find paths it was pretty hard to play. |
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MariOne
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Erewhon in Neverland
May 1999 time: 06:20
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Apocalypse, the "later patch" you refer to must then be... the game first release itself.
Jan '99 is indeed prior to game release in Europe.
I got the game on Feb 23rd 99. The v2 patch came shortly after.
I remember discussing this in spring 99 at owo, and we soon found out that the limit was 256x256, regardless the big figures you entered.
At latest, it could be the very first patch, I can't be conclusive on that, but I think we tested it also for the original game.
Thus what you say must only allegedly apply to the demo...
Googlie is right.
Goglie, remember that when you read an X coordinate of 511, you have entered a 256: horizontal coordinates are doubled, because each column is split in two and "zigzag" staggered (you have 0,0 - 1,1 - 0,2 - 1,3 but not 0,1 or 1,2: the sum of cells in the TWO columns 0,* and 1,* is thus 256 like if it were a single "normal" column, not 512).
___
EDIT to make it maybe clearer, Googlie:
if you enter 512x256 when asked for the custom size, you get the SAME map as when you enter 256x256
Last edited by MariOne on 09-06-2002 at 00:32
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MariOne
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Erewhon in Neverland
May 1999 time: 06:20
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Googlie, you'd remember that I was the one finding out the liitation, but then you could verify it yourself when I pointed it out to you.
So it's not just one of my dreams, the maximum *actual* map size WAS indeed 256x256, from the very early days for a long time on.
This issue resurfaced 3 or 4 times over the years, and it was not just me or you, several other players verified after us that you could not override those limits.
Of coure, we DID attempt alternate methods, so we did already try to alter the default sizes entries in alpha.txt, or the stored custom ones (in alphacentauri.ini IIRC), and none worked.
If those workarounds work now, could it be a SMAX fix?
Or did you try with SMAC too?
I note you refer to alphax.txt, while I worked with SMAC only (alpha.txt) and I admit I didn't check it with SMAX too.
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Cataphract887
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dont they stop being affected after 5-10 times of stapling?
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All times are GMT. The time now is 05:20. Apolyton Time is 00:20. |
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