Modifying the "electronic" map in AE

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el cid again
Posts: 16984
Joined: Mon Oct 10, 2005 4:40 pm

Modifying the "electronic" map in AE

Post by el cid again »

I think one can do (almost) anything with the map system IF one diligently
implements every concept related to all the related files. Here I am talking
about the map as the computer program "sees" it - not the art humans see. Art
matters because it helps humans to know what is where on the "real" map. The
better art helps humans, the better they can give orders. But the art is
just cosmetic - it does not actually define the map as the program uses it.

IF one changes the map one must do more than add new features. One must REMOVE
old features when germane. If you move an entry-exit zone, REMOVE the fields
defining the old one - do not just add the new one. While you are at it -
check for errors in the original coding - there are some. Remove all fields not
used in the current version of the map.

There are three programs that must be in sync for the electronic map to work. These
are the pwhexe.dat file, the pwzone.dat file and the pwzlink.dat file. All the
values in these files must be in sync for the game to work in all respects. Thus,
if you define an entry exit zone, you must put that zone number in EVERY hex of
that zone using the pwhexe.dat file editor - not just define the zone in the pwzone.dat
file. If you define connections in the pwzlink.dat file, they must connect to either
ports or to zones defined in the pwzone.dat file. As well, you need to insure that
holding boxes and off map port location hexes (etc.) have defined (and different)
"submap" values - or ships will get "stranded" during game execution. It is a good idea
to have a plan, and to actually define all off map locations (and related map edge zone
locations) to insure that the zone ID and/or the submap codes are properly defined.
These fields can be duplicated - but only for cause - because they are defining the
extent of the same area. They cannot have the same values for another area.

Take a look at the original stock map, hex by hex, in the pwhexe.dat editor to get a sense
of what values are used where? Look at the points that matter - the points defined in the
pwzone.dat file and the pwzlink.dat file.
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