Multihex+overlay terrain guidance please!
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- Spannerbag
- Posts: 535
- Joined: December 18th, 2016, 6:14 pm
- Location: Yes
Multihex+overlay terrain guidance please!
Hi,
I'm working on initial ideas for a single player campaign and have a basic (very basic!) idea about terrain but I'm struggling here.
I have created custom villages but what I'm attempting here is much more complex and so I thought I'd ask here before I end up throwing my PC out the window...
What I want to do
Create a 2x2 custom terrain overlay (I'm using ^YSt as the terrain code).
I have created 4 separate hexes (in 72x72 pixel images) that I want to bolt together using
I have stolen the map from mountains.cfg in the hope that it will work for me (the layout of the terrain I'm working on has the same arrangement).
I.e.
The layout of the 4 hexes (A,B,C and D) in my terrain are arranged thus (just like the 2x2 mountains):
If A x-coordinate is even: A,B,D have same y-coordinate and C's is +1.
If A x-coordinate is odd: A,C,D have same y-coordinate and B's is -1.
I understand I can apply an
I also want tile D (only) to act like a village for healing but not to generate income.
So in
but for tile "D" only - if possible?
However, before I get too bogged down I have a few queries:
1. Is the above possible?
That is, have 1 tile of multi-hex terrain
If so, how would I do this (I can see a way using 2 separate terrains adjacent to each other but I'd rather not go there).
2. Lots of terrain
Questions:
What do these do/are they for?
Are they the same as
(I can live with the terrain not changing with time of day.)
3. Does the clause
4. Are the actual flag values set/tested in
Ideally if you could PM me (so I get an email alert) that would be perfect.
Thanks in advance for your time and trouble, much appreciated!
Cheers,
Spannerbag.
I'm working on initial ideas for a single player campaign and have a basic (very basic!) idea about terrain but I'm struggling here.
I have created custom villages but what I'm attempting here is much more complex and so I thought I'd ask here before I end up throwing my PC out the window...
What I want to do
Create a 2x2 custom terrain overlay (I'm using ^YSt as the terrain code).
I have created 4 separate hexes (in 72x72 pixel images) that I want to bolt together using
map=
and [tile]
.I have stolen the map from mountains.cfg in the hope that it will work for me (the layout of the terrain I'm working on has the same arrangement).
I.e.
Code: Select all
#Macro for 4-Hex mountains
#define MOUNTAINS_2x2 TERRAIN PROB FLAG IMAGESTEM
[terrain_graphics]
map="
., *, .
, *, *
*, 1, *
, 1, 1
*, 1, *
, *, *
., *, .
, ., ."
The layout of the 4 hexes (A,B,C and D) in my terrain are arranged thus (just like the 2x2 mountains):
Code: Select all
B
A D
C
If A x-coordinate is odd: A,C,D have same y-coordinate and B's is -1.
I understand I can apply an
[image]
to each [tile]
.I also want tile D (only) to act like a village for healing but not to generate income.
So in
[terrain_type]
have
Code: Select all
heals=8
gives_income=no
However, before I get too bogged down I have a few queries:
1. Is the above possible?
That is, have 1 tile of multi-hex terrain
heal
/cure
units whilst others do not.If so, how would I do this (I can see a way using 2 separate terrains adjacent to each other but I'd rather not go there).
2. Lots of terrain
[images]
have variations=
(I left them in my custom village terrain as they were in the original .cfg but I have no idea what they do or are for!).Questions:
What do these do/are they for?
Are they the same as
[variant]
?(I can live with the terrain not changing with time of day.)
3. Does the clause
heals=8
in [terrain_type]
above also cure
units?4. Are the actual flag values set/tested in
set_flag
/ has_flag
/ no_flag
/ set_no_flag
documented anywhere?Ideally if you could PM me (so I get an email alert) that would be perfect.
Thanks in advance for your time and trouble, much appreciated!
Cheers,
Spannerbag.