Robert Navel
Major
"Impossible is a word to be found only in the dictionary of fools" - Napoleon Bonaparte π«π·π«π·π«π·
Posts: 187
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Post by Robert Navel on Oct 4, 2020 2:39:43 GMT
Is there someone who tried editing the maps in conquest in ew4 because there is a way you can enlarge the map in conquest. A question if you edit those will it automatically add bytes or you add it manually?
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Post by ππ³π°π΅π΄π¬πΊ on Oct 7, 2020 23:53:50 GMT
I'm following this thread because I want to know exactly too: How to build "new" conquest/campaign files. I know ironmarshal1805 has the knowledge, but I think he's working and haven't seen him posting lately. So who can help?
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Post by ironmarshal1805 on Oct 8, 2020 0:13:47 GMT
I tried tinkering with this with Quarenta, we eventually used the EW4: WW2 Full North America Map and Europe Maps. We had to remove the non-vanilla cities and all the generals to use them though, so you'd have to re-add generals with that method.
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Post by Darth Vader on Oct 8, 2020 2:24:17 GMT
Interesting, maybe that is why most European War 4 mods have a bigger map. How has your progress been so far on your mod?
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Post by ππ³π°π΅π΄π¬πΊ on Oct 8, 2020 2:34:48 GMT
Thank you for your quick answer ironmarshal1805 ! So the filesize remains. I hoped to find a tool to make these changes. Can I ask you one more,for me important, thig please: How is the position identifier (for generals) build? Is this the position (xy) on the global map or an id, or even relative to the mission ?
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Robert Navel
Major
"Impossible is a word to be found only in the dictionary of fools" - Napoleon Bonaparte π«π·π«π·π«π·
Posts: 187
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Post by Robert Navel on Oct 8, 2020 8:41:46 GMT
Hello this is quarenta speaking, generals have hex position codes on top of them beside unit codes
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Post by Darth Vader on Oct 12, 2020 21:41:49 GMT
But to make it better i need to put it here on a larger map Excellent job with your mod! What are you working on for your next update.
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Robert Navel
Major
"Impossible is a word to be found only in the dictionary of fools" - Napoleon Bonaparte π«π·π«π·π«π·
Posts: 187
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Post by Robert Navel on Oct 13, 2020 11:56:46 GMT
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Post by ππ³π°π΅π΄π¬πΊ on Oct 13, 2020 22:58:47 GMT
Hello this is quarenta speaking, generals have hex position codes on top of them beside unit codes Thank you so much for you help Robert Navel. I read again all guides - the talk about a "position - code". I find the positions(-codes), my question was the important detail: I want to know: How is this 2-Byte "position-code" built?In the btl- files that I read, the 'Position-codes' don't start close to 00 00 , so I assume that this "positions" are positions on the europe.bin or america.bin maps. So are the position-codes coordinates or has each hex an (continuous) ID and the Position-Codes are the ID? Once we've collected all parts of the EW4 btl-filestructure, it is an easy job to make a script that creates new, empty btl-files (and I can finally make asia playable).
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Robert Navel
Major
"Impossible is a word to be found only in the dictionary of fools" - Napoleon Bonaparte π«π·π«π·π«π·
Posts: 187
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Post by Robert Navel on Oct 13, 2020 23:58:54 GMT
Hello this is quarenta speaking, generals have hex position codes on top of them beside unit codes Thank you so much for you help Robert Navel. I read again all guides - the talk about a "position - code". I find the positions(-codes), my question was the important detail: I want to know: How is this 2-Byte "position-code" built?In the btl- files that I read, the 'Position-codes' don't start close to 00 00 , so I assume that this "positions" are positions on the europe.bin or america.bin maps. So are the position-codes coordinates or has each hex an (continuous) ID and the Position-Codes are the ID? Once we've collected all parts of the EW4 btl-filestructure, it is an easy job to make a script that creates new, empty btl-files (and I can finally make asia playable). Well Asia is kinda hard to find i don't think there is an existing template for them
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Post by ππ³π°π΅π΄π¬πΊ on Oct 14, 2020 0:58:14 GMT
Thank you so much for you help Robert Navel. I read again all guides - the talk about a "position - code". I find the positions(-codes), my question was the important detail: I want to know: How is this 2-Byte "position-code" built?In the btl- files that I read, the 'Position-codes' don't start close to 00 00 , so I assume that this "positions" are positions on the europe.bin or america.bin maps. So are the position-codes coordinates or has each hex an (continuous) ID and the Position-Codes are the ID? Once we've collected all parts of the EW4 btl-filestructure, it is an easy job to make a script that creates new, empty btl-files (and I can finally make asia playable). Well Asia is kinda hard to find i don't think there is an existing template for them The modified 3emp asia.bin works. I want to create new (empty) .btl - files for an choosable size of map, nations,units and map-items. If I move a map of an existing .btl, it crashes already the game (probably borders on water ) Building new .btl templates to edit makes much more sence to me. And then I modify these files An important key is I to understand how the Position-code is created! Moving west(-1) and east(+1) seems logical; but how to move an untit north or south? Just with one phone it takes a lot of time to find out these thinks - do you know the relative position-codes of an hex north at 11h,or 1h or south at 7h and 5h? How do you position all the troops on your map? I name the hexes like their representative time on an (old analog) clock: 0 the central hex up right = π = 1h right =west = π =3h Down right = π = 5h Down left = π = 7h Left = east =π 9h up left = π 11h Is this the usual way?
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Robert Navel
Major
"Impossible is a word to be found only in the dictionary of fools" - Napoleon Bonaparte π«π·π«π·π«π·
Posts: 187
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Post by Robert Navel on Oct 14, 2020 1:26:49 GMT
Well Asia is kinda hard to find i don't think there is an existing template for them The modified 3emp asia.bin works. I want to create new (empty) .btl - files for an choosable size of map, nations,units and map-items. If I move a map of an existing .btl, it crashes already the game (probably borders on water ) Building new .btl templates to edit makes much more sence to me. And then I modify these files An important key is I to understand how the Position-code is created! Moving west(-1) and east(+1) seems logical; but how to move an untit north or south? Just with one phone it takes a lot of time to find out these thinks - do you know the relative position-codes of an hex north at 11h,or 1h or south at 7h and 5h? How do you position all the troops on your map? I name the hexes like their representative time on an (old analog) clock: 0 the central hex up right = π = 1h right =west = π =3h Down right = π = 5h Down left = π = 7h Left = east =π 9h up left = π 11h Is this the usual way?Unit coordinates are being counted from west to east there is no counting from north to south because it's a hex and it would be diagonally counted if north to south
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Post by ππ³π°π΅π΄π¬πΊ on Oct 14, 2020 1:52:07 GMT
The modified 3emp asia.bin works. I want to create new (empty) .btl - files for an choosable size of map, nations,units and map-items. If I move a map of an existing .btl, it crashes already the game (probably borders on water ) Building new .btl templates to edit makes much more sence to me. And then I modify these files An important key is I to understand how the Position-code is created! Moving west(-1) and east(+1) seems logical; but how to move an untit north or south? Just with one phone it takes a lot of time to find out these thinks - do you know the relative position-codes of an hex north at 11h,or 1h or south at 7h and 5h? How do you position all the troops on your map? I name the hexes like their representative time on an (old analog) clock: 0 the central hex up right = π = 1h right =west = π =3h Down right = π = 5h Down left = π = 7h Left = east =π 9h up left = π 11h Is this the usual way?Unit coordinates are being counted from west to east there is no counting from north to south because it's a hex and it would be diagonally counted if north to south Exactly. This I understood. Q1: The coordinates of the hex down at 7h or 5h which 'coordinate-code' this hex has? A) + the with of the .btl (set in header)B) +55 - the width of the America. bin (+79 Europe.bin)C) +256 - one byte, so the position-code is a 2byte coordinateI know this is basic, but I haven't found it, thanks for your patience. PS. Q2: +1 is one hex to the right - Is this correct?
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