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Thread: Reducing hills and mountains on battle maps

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  1. #1
    wilddog's Avatar Paintedwolves run free
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    Default Re: Reducing hills and mountains on battle maps

    Quote Originally Posted by SigniferOne
    No no, what you need to do is descr_geography.txt. There's a parameter there called "scale", set to 1. Make it less, and everything will be lowered.
    How do you use it without the game instantly crashing on a battle? I simply put in the .dbm no problem. put in the .txt and crash.??

  2. #2
    GrnEyedDvl's Avatar Liberalism is a Socially Transmitted Disease
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    Default Re: Reducing hills and mountains on battle maps

    The .txt causes the CTD for me as well, but not the .db. I even tried changing the timestamp on the file, but as I have no idea what date/times its looking for that would be a very long shot in the dark.

  3. #3
    wilddog's Avatar Paintedwolves run free
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    Default Re: Reducing hills and mountains on battle maps

    The height scale is at adr_dec 905.
    I am not sure of the iterations parameter if its the subdivision thats at 913. I wouldn't adjust that though as its a byte field and minor changes made a big difference (increasing the number means the battle map includes 'more' stratmap area and increases the heights (so much steeper) - reducing it obviously has the opposite affect - and its a big shift).

  4. #4
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    Default Re: Reducing hills and mountains on battle maps

    I'm lost as to how to go about editing it. I can open the db with a hex editor and view it, but I have no idea how to find the place I want to edit.


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  5. #5
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    Default Re: Reducing hills and mountains on battle maps

    For some reason whenever I try to make the map flatter by lowering the heights in map_heights.tga, when I start a campaign it goes back to the menu, cause it can't generate the map. Has anyone else successfully done this before, who could either share their file or explain just what they did?


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  6. #6
    wilddog's Avatar Paintedwolves run free
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    Default Re: Reducing hills and mountains on battle maps

    This is guessing at what exactly you've done here. Presumably you've deleted the map.rwm and the heights.hgt and your crashing because you've lowered some heights to 0,0,0. so quickest fix is change 0,0,0 heights to 1,1,1.

  7. #7
    Hunter Makoy's Avatar We got 2 words for ya..
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    Default Re: Reducing hills and mountains on battle maps

    ok now that i've all of the sudden heard u can keep the .db file in. if u put back in the unmodded new_geography.db file will there be any change to the game? or does it only affect it if its modded?
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  8. #8
    GrnEyedDvl's Avatar Liberalism is a Socially Transmitted Disease
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    Default Re: Reducing hills and mountains on battle maps

    If its not modded there will be no changes.

  9. #9
    Hunter Makoy's Avatar We got 2 words for ya..
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    Default Re: Reducing hills and mountains on battle maps

    ok thanx grneyeddvl
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  10. #10
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    Default Re: Reducing hills and mountains on battle maps

    Ok I sort of got it to work. I took all land that wasn't on the coast, and made it 1,1,1. So the map is flat. The battles still have rolling hills, but nothing like vanilla. I also removed all forest that armies can go into, so there are no more forest battles. (I couldn't stand those).


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  11. #11
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    Default Re: Reducing hills and mountains on battle maps

    Here's the map I'm using now, as described above.


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  12. #12

    Default Re: Reducing hills and mountains on battle maps

    Quote Originally Posted by Garnier View Post
    Here's the map I'm using now, as described above.
    Would love to have this file but WITH the trees back. Others of us like them.

    Nvm I did it. Thanks.
    Last edited by dearmad; February 26, 2008 at 10:31 PM.

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  13. #13
    GrnEyedDvl's Avatar Liberalism is a Socially Transmitted Disease
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    Default Re: Reducing hills and mountains on battle maps

    Just use the vanilla ground_types file then

  14. #14

    Default Re: Reducing hills and mountains on battle maps

    Quote Originally Posted by GrnEyedDvl View Post
    Just use the vanilla ground_types file then
    Not possible as he only included the rwm... but I did my own from scratch. Thanks anyway,

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