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  1. #1

    Default delete

    no longer interested in participating
    Last edited by RubiconDecision; November 13, 2011 at 04:06 PM. Reason: Clarification

  2. #2

    Default Re: Hiding the campaign map

    I don't know about line of sight, but the hide_all_revealed_tiles command should allow you to get the shroud to work (I don't know how, someone else might). I would check the aztec/new world script in Vanilla.
    A well informed opinion is a well formed opinion.

  3. #3

    Default Re: Hiding the campaign map

    The 1.5 kingdoms patch added that feature, if I recall correctly. Also, there is a "restrict_strat_radar [boolean value]" command in the vanilla script, affiliated with the americas. In addition, the Americas campaign has a similar feature; the script:
    ;;;;;;;;;;;;;;;;;;;;;;;; Reveal Settlements ;;;;;;;;;;;;;;;;;;;;;;;;;;;;
    monitor_event FactionTurnStart FactionType mayans
    and I_LocalFaction mayans
    reveal_tile 160, 24 ;Althun Ha
    reveal_tile 160, 31 ;Chetumal
    reveal_tile 134, 33 ;Xicalango
    reveal_tile 138, 20 ;Yaxchilan

    hide_all_revealed_tiles

    terminate_monitor
    end_monitor
    A well informed opinion is a well formed opinion.

  4. #4

    Default Re: Hiding the campaign map

    The restrict_strat_radar false unhides the radar map; restrict_strat_radar true hides the map. This was used to keep the player from seeing the Americas before the "world is round" event. So, the error is probably b/c you didn't hide the map to begin with.
    EDIT: I forgot to add, the map tga you edited hides the strat map positions; the restrict_strat_radar false then unhides them. At least, that is how I interprete it...
    Last edited by Carle; February 11, 2011 at 05:15 PM. Reason: Info Correction
    A well informed opinion is a well formed opinion.

  5. #5

    Default Re: Hiding the campaign map

    Did you try adding the map_fog over the entire map? What about the hide_all_revealed_tiles? I would think that that script would hide everything after you left it. WHy not having it on a turnend basis?
    A well informed opinion is a well formed opinion.

  6. #6
    Swagger's Avatar Imperial Coffee-Runner
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    Default Re: Hiding the campaign map

    that's becouse watchtowers give a bigger line of sight lol
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  7. #7

    Default Re: Hiding the campaign map

    So, you think that the LoS is affected by the campaign FOW?
    As to the map fog, I meant that you should try having the FOW map filled, THEN have the "Restrict_Strat_Map_Radar false" thing. If I'm interpreting it right, the Map_Fog dictates the area covered by the fog thing, so having the fog all over the map should have the same effect as having the americas hidden constantly, only "full map..." now I'm confused.
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  8. #8
    irishron's Avatar Cura Palatii
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    Default Re: Hiding the campaign map

    Have you moved through the fog of war on the campaign in the Sub-Sahara or northern-most Russia?
    You can still see your troops as they move through it.

  9. #9
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: Hiding the campaign map

    map_fog black = undiscovered, needs exploration to see the terrain, reverts to regular fog of war (fow) afterward.
    map_fog white = terrain is discovered

    reveal_tile = removes fow from map for that tile
    hide_all_revealed_tiles = removes visibility (fow is back) from previously (through script) revealed tiles. You might have noticed that in a normal campaign you can 'see' the capital of regions to be captured for your victory conditions - same effect.










  10. #10
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: Hiding the campaign map

    Merchant - Resources are visible under the fog of war - characters and settlements are not.
    Ancillary\buying - reveal_tile would work the same way as does the revealing of a settlement during a crusade. It is not required to keep it revealed as all you will get the terrain info - which will remain once the fow returns.










  11. #11

    Default Re: Hiding the campaign map

    Dear Mr G. Am I to think that there is a mod to alter the fog on SS6.4 that acts and looks like the DLV fow. Or am I to think this plan is in the making or you and your Masters of Modding can supply a mere mortal like me with said file/script to add to the SS6.4.Pleeeeease.

  12. #12
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: Hiding the campaign map

    I haven't had a close look into the DLV script (where stuff like this would be) so I can't really say what it is all about other then what I have mentioned in my previous post.










  13. #13

    Default Re: Hiding the campaign map

    Thanks, Mr G for your fast responce as ever. Just a quick 2 questions, would the mtw2 file on here work for the SS6.4 normal campaign. And if not, am I to search for my answers in the campaign script file and compare notes with DLV and SS6.4. At the end of the day all I'm looking for is a FOW that is black, and after you have searched the area it has the normal FOW covering it. Unless,you build a tower,or your army or settlement is taken there as normal. I'm sure you get my meaning. I leave you with the hope you can provide a script add on or info as to where to look,please.

  14. #14
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: Hiding the campaign map

    Map_fog uses black and white. White is the regular FoW, black needs to be explored as it hides everything. Delete map.rwm after you made changes in that file.

    I am not sure what you want to do with the mt2W file, please explain.










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