Scenario on small map

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michaelm75au
Posts: 12463
Joined: Sat May 05, 2001 8:00 am
Location: Melbourne, Australia

Scenario on small map

Post by michaelm75au »

Note:
There is alternate code that runs for small versus full map.

The Full Map code is triggered by the rightmost X hex 231 or lower most Y hex 204. This is simplistic and doesn't really count for maps that don't start at 0,0.

The Downfall scenario is triggering the full map code because it has the rightmost hex column defined as 231.
If using a small map, don't go for the extreme hex columns. If need you need to use the far right, use one hex less than the full width.

I suggest changing the map co-ordinates for Downfall to use 230 rather 231 to ensure that the proper code is used. What caused me to look at this was the 'go to home port' button, which stop of SF and would not go any further.

[edit]
I will change this next time to calculate the difference between the left and right X, and call it a full map is the difference is 231 (231-0). This way will treat less wide maps as small and the current Downfall co-ordinates (45,45) to (231,112) would be okay (231-45 < 231 = small).
Michael
Andy Mac
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Joined: Wed May 12, 2004 8:08 pm
Location: Alexandria, Scotland

RE: Scenario on small map

Post by Andy Mac »

Thanks Michael
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michaelm75au
Posts: 12463
Joined: Sat May 05, 2001 8:00 am
Location: Melbourne, Australia

RE: Scenario on small map

Post by michaelm75au »

Another map item to remember:

Bases and TFs can not be located in the extreme row or column of the designated map area.
This is because of the issues experienced with routing TFs to bases that happened in stock.
For AE, bases on the extreme edge of the map are ignored.
To correct, just make the map area one row/column bigger than the most extreme bases' hexes.

This has no impact on full map scenarios as the extreme row/column can't be accessed normally.
Michael
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