Increasing Battle Map size?

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cartonofjuice

Sergeant at Arms
Is there any way to increase the size of the battle maps? I've been trying to figure out with no avail so far. Would such ability be located in module_scenes or module_scripts if it is available, or do I have to make seeds for it?
I've seen large maps in mods like 1257 AD for example and would like them in the module I'm making
 
kalarhan said:
sure

start by studying the guides/tutorials on scene working. You can find a list of them in the OP of this thread https://forums.taleworlds.com/index.php/topic,163368.0.html
I've made 2 scenes so far, not very good but they look okay for a start. My question really is how to increase the map size (x + y dimensions) of the random battlefield maps in warband. Would it be a good idea to ask on that page instead?
 
script_setup_random_scene

Code:
  # script_setup_random_scene
  # Input: arg1 = center_no, arg2 = mission_template_no
  # Output: none
  ("setup_random_scene",
    [
      (party_get_current_terrain, ":terrain_type", "p_main_party"),
      (assign, ":scene_to_use", "scn_random_scene"),
      (try_begin),
        (eq, ":terrain_type", rt_steppe),
        (assign, ":scene_to_use", "scn_random_scene_steppe"),
      (else_try),
        (eq, ":terrain_type", rt_plain),
        (assign, ":scene_to_use", "scn_random_scene_plain"),
      (else_try),
        (eq, ":terrain_type", rt_snow),
        (assign, ":scene_to_use", "scn_random_scene_snow"),
      (else_try),
        (eq, ":terrain_type", rt_desert),
        (assign, ":scene_to_use", "scn_random_scene_desert"),
      (else_try),
        (eq, ":terrain_type", rt_steppe_forest),
        (assign, ":scene_to_use", "scn_random_scene_steppe_forest"),
      (else_try),
        (eq, ":terrain_type", rt_forest),
        (assign, ":scene_to_use", "scn_random_scene_plain_forest"),
      (else_try),
        (eq, ":terrain_type", rt_snow_forest),
        (assign, ":scene_to_use", "scn_random_scene_snow_forest"),
      (else_try),
        (eq, ":terrain_type", rt_desert_forest),
        (assign, ":scene_to_use", "scn_random_scene_desert_forest"),
      (else_try),
        (eq, ":terrain_type", rt_water),
        (assign, ":scene_to_use", "scn_water"),
      (else_try),
        (eq, ":terrain_type", rt_bridge),
        (assign, ":scene_to_use", "scn_random_scene_plain"),
      (try_end),
      (jump_to_scene,":scene_to_use"),
  ]),

check those scenes on module_scenes.py

note the terrain code used and the barrier used
Code:
#  5) Min-pos {(float,float)}: minimum (x,y) coordinate. Player can't move beyond this limit.
#  6) Max-pos {(float,float)}: maximum (x,y) coordinate. Player can't move beyond this limit.
#  8) Terrain code {string}: You can obtain the terrain code by copying it from the terrain generator screen
 
kalarhan said:
script_setup_random_scene

Code:
  # script_setup_random_scene
  # Input: arg1 = center_no, arg2 = mission_template_no
  # Output: none
  ("setup_random_scene",
    [
      (party_get_current_terrain, ":terrain_type", "p_main_party"),
      (assign, ":scene_to_use", "scn_random_scene"),
      (try_begin),
        (eq, ":terrain_type", rt_steppe),
        (assign, ":scene_to_use", "scn_random_scene_steppe"),
      (else_try),
        (eq, ":terrain_type", rt_plain),
        (assign, ":scene_to_use", "scn_random_scene_plain"),
      (else_try),
        (eq, ":terrain_type", rt_snow),
        (assign, ":scene_to_use", "scn_random_scene_snow"),
      (else_try),
        (eq, ":terrain_type", rt_desert),
        (assign, ":scene_to_use", "scn_random_scene_desert"),
      (else_try),
        (eq, ":terrain_type", rt_steppe_forest),
        (assign, ":scene_to_use", "scn_random_scene_steppe_forest"),
      (else_try),
        (eq, ":terrain_type", rt_forest),
        (assign, ":scene_to_use", "scn_random_scene_plain_forest"),
      (else_try),
        (eq, ":terrain_type", rt_snow_forest),
        (assign, ":scene_to_use", "scn_random_scene_snow_forest"),
      (else_try),
        (eq, ":terrain_type", rt_desert_forest),
        (assign, ":scene_to_use", "scn_random_scene_desert_forest"),
      (else_try),
        (eq, ":terrain_type", rt_water),
        (assign, ":scene_to_use", "scn_water"),
      (else_try),
        (eq, ":terrain_type", rt_bridge),
        (assign, ":scene_to_use", "scn_random_scene_plain"),
      (try_end),
      (jump_to_scene,":scene_to_use"),
  ]),

check those scenes on module_scenes.py

note the terrain code used and the barrier used
Code:
#  5) Min-pos {(float,float)}: minimum (x,y) coordinate. Player can't move beyond this limit.
#  6) Max-pos {(float,float)}: maximum (x,y) coordinate. Player can't move beyond this limit.
#  8) Terrain code {string}: You can obtain the terrain code by copying it from the terrain generator screen
Thanks. Although, if I do make a larger map for them does it matter what the map type is like? Also what's the purpose of the random_scene_customs? And last question, the barriers. What is the max size I can set them up for?
 
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