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  #21  
Old April 19th, 2001, 06:10 PM
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Default Re: Map editor

quote:
Originally posted by Maverick:
It's still not working. After I name the first planet, I get a range check error when I try on the next. I first tried moding an existing system, then I created a whole new one, but I still got the error message. It's not a really big problem, but it indicates that there could be other problems with the editor.




I might have found the problem:
The roman numbers I, II, III etc. seem to be necessary. If I rename a planet just "Earth" I get the same error Messages as you but if I name it "Earth III" everything is fine.
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  #22  
Old April 19th, 2001, 07:19 PM

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Default Re: Map editor

Your right Q. I just tried it and it worked ok. THanks.

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  #23  
Old April 19th, 2001, 08:45 PM
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Default Re: Map editor

Ok, I have found 2 more bugs (and maybe spotted some more, but not sure).

1st bug - if you generate map with 150 or more systems, it will produce access violation errors.
IMPORTANT NOTE: this bug only happens when generating cluster, galactic, spiral or grid maps (all quadrant types that don't use random system distribution). When you generate mid-life or ancient quadrants everything works fine (even with 255 systems).

2nd bug - When using mod directory feature, the map editor will read all quadrant related text files correctly, but will look for bitmaps in the default folders only. So if you have any custom bitmaps for your systems, you will have to place them in default folder.
EXAMPLE: If you use new nebula pictures and TDM modpack, you will place pictures in "SE4\TDM Modpack\Pictures\Systems" folder. The map editor will, however, look for them in "SE4\Pictures\Systems" folder.
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  #24  
Old April 19th, 2001, 10:21 PM

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Default Re: Map editor

Actually I had a game I was doing for the twingalaxies competition, and it was declared illegal because a neutral player had a planet generated in the middle of a black hole. As long as he didn't move his ships off his planet, they didn't get sucked in. This was really weird, but I thought it was awesome.
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  #25  
Old April 19th, 2001, 10:31 PM
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Default Re: Map editor

Ok, this is what I just discovered. My first attempt at map making was a success.

I set a planet as the Starting point for Race 1. I created a system, all rock oxegen planets. I created a second system, same, with player 2's starting world.

I loaded the map and picked two players. When the game started, player one's world Automatically converted to the type of atomsphere that race breaths.

I also created planets with several moons including ones with atomspheres.

I hope this little bit of info helps out.

SUCCESS: My warp point works too. Man this is going to be fun.

[This message has been edited by Atrocities (edited 19 April 2001).]
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  #26  
Old April 19th, 2001, 11:44 PM

Trachmyr Trachmyr is offline
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Default Re: Map editor

Another observation... It dosen't matter what minerals/organics/radioactives values you set for "Homeworlds", they'll change to conform to the settings in "Settings.txt"
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  #27  
Old April 19th, 2001, 11:54 PM

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Default Re: Map editor

Putting warp pts over planets , suns , storms does not hide them, it just stacks them in the display window and the main stellar object , sun, planet is visible on the solar system screen

stacking warp points and storm, or storms over planets is not new to the game- during play You can create all 10 warp points in the same sector when opening warp points with stellar manipulation. You could create many storms in one sector also. Stacking warp pts makes it pretty easy to navigate across your empire in one or two turn and defend the stack of warp points but it also makes it easy for the enemy to go anywhere in your empire.

Putting a small storm over a planet will not obscure the planet in the game.

[This message has been edited by AJC (edited 19 April 2001).]
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  #28  
Old April 20th, 2001, 01:42 AM
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Default Re: Map editor

Ok ajc,
Let me clear this up....
What I meant by hidden is that unless you click on the location you will not see the WP, sun , etc. So if You just travel across the system, you would never see the hidden items other then maybe the little number.
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  #29  
Old April 20th, 2001, 11:43 AM
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Default Re: Map editor

quote:
Originally posted by Q:
Just one small question: Has anybody found a possibility to check which system names have already been used in a map?
If you add a system when already 200 are present, it's quite difficult to control which system names already exists. You can apparently choose the same name for two systems without an error message.

[This message has been edited by Q (edited 19 April 2001).]



Sorry to quote myself, but I would really appreciate any answer positive or negative. If it's not possible until now this would be a request for the next patch IMO.
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  #30  
Old April 20th, 2001, 11:46 AM
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Default Re: Map editor

in the map editor there is a check block called "systems names" which when checked switches on the system names over the system.

hope this helps...

[This message has been edited by pathfinder (edited 20 April 2001).]
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