Songs of Syx

Songs of Syx

Big World
42 条留言
Valadin Pal 4 月 10 日 下午 1:32 
@Arg0n Take care of yourself bud. You only get one life to live and don't apologize for grinding. You don't owe us a thing. Thank you none the less for what you gave us.
Arg0n  [作者] 1 月 31 日 下午 1:49 
I'm currently too burned out from work, sorry =(
Maixaips 1 月 31 日 上午 7:01 
Please update
SkyFireTheMighty 2024 年 12 月 19 日 上午 11:46 
It works on templates too actually, still removes mountains. maybe it removes other terrain too.
SkyFireTheMighty 2024 年 12 月 19 日 上午 11:30 
@Asunaro,

Update: When you use random gen the mod does work (Holy crap this world is so cool and big!)

However: Mountains are removed from all other templates, even custom ones I have made. You have to use the base random generation.
Asunaro 2024 年 12 月 9 日 上午 3:51 
@SkyFireTheMighty I appreciate you. Thanks for informing us about current compatibility. So often I look in the comments of mods to see if it is currently working, and I get nothing. I am glad there are some like you who allow us to make informed decisions on mods.
SkyFireTheMighty 2024 年 12 月 7 日 下午 3:21 
V67-this causes vanilla map templates to be different and does not work properly for me
Darenkel 2024 年 11 月 30 日 上午 11:16 
I just copied the content of the v67 folder into a new v66 folder and it seems to work ok.
ksinon3 2024 年 11 月 3 日 下午 11:25 
Need for V66, plz!!!
[P18] Kawasaki 2024 年 11 月 3 日 上午 10:13 
Can you use it for V66 somehow?
Melganor 2024 年 10 月 29 日 上午 7:47 
Water world galore!
charon 2024 年 10 月 26 日 上午 10:31 
I think this mod messes with how the heightmaps work, all my custom ones are under the water now for some reason. And even the default ones, It's okay on the random world gen setting, but bad for everything else.
Droidhacker 2024 年 10 月 10 日 下午 2:13 
This makes all non random maps mostly ocean. I am checking to see if it is another mod, but does anyone else have this issue?
Coolerx2x 2024 年 10 月 9 日 下午 1:45 
Ok, I think I see what was changed.
In the mod location, the only text file had the tile number doubled.
So adjusting that should let me, or anyone, make the % increase different.
Coolerx2x 2024 年 10 月 9 日 下午 1:05 
Man, I really like the premise of this mod, since it makes so much more breathing space for expansion, but at the same time, there's now just too much space.
Is there any way to manually adjust some of the values in the mod so the world map size generation is closer to 50% that you can point me to for this?
sirdave79 2024 年 10 月 6 日 下午 1:44 
1/2

Its a lot i Know, Further testing on my part has suggested to me its more complicated than I've presented. Im kind of working around it and getting what I want.

Thanks for the reply.

The numbers I presented are not the full story. I did more tests and collected more data.

Shortly ater posting previously I noticed in unhanded exception.something or over i had multiple instances of "blocked by terrain". Explains why deleting mountains somewhat alleviated the problem.
sirdave79 2024 年 10 月 6 日 下午 1:43 
2/2

In a map where I managed to generate 1022 regions it seemed to be close to approximately 40 regions that I was "requried to delete" before i could get the road validator to say ok.

Also, i did get some of the same errors on a 256x256 map. The 0.66 scenario editor seems more effective than the 067 one. Thats not a you problem.

Cheers fort the mod, it makes SoS better for me. And SoS is pretty great as it is.

My tip for very thorough scenario editing is save often, and with regards to the road issue ive described delete regions, (approx 40 in a map generating 1022 eregions,) Until the validator says yes. Save the map. At this point edit the roads to your delight. Validate after each "new route". Save each time it say yes. Add regions back into the spaces and manually edit the road connections back. Worked for me. Could finangle almost exactly what I wanted.
Arg0n  [作者] 2024 年 10 月 6 日 上午 9:26 
@sirdave79
Thanks for the deep analysis =D
I just changed one value in the config to generate a bigger map. It seems there's more behind this to make it work properly. I can't tell when I will look deeper into this :x
sirdave79 2024 年 10 月 5 日 上午 10:25 
OK well having posted that I guess I felt the need to test it. Forcing cities further away than 100 tile did not cause this problem. Many of the places highlighted as not connected by the validator are in the mountains and deleting the mountains makes the problem go away for that specific city but some are in the far south and north and appear to be over 50 tiles away but when i draw the shortest road i can to them the validator still says not connected.
sirdave79 2024 年 10 月 5 日 上午 10:07 
1/2

Ive been attempting to use this mod with the scenario editor. I have an issue in most of the 512 maps ive generated whereby the road validator says region not connected when they are.

If I limit the available land to 1022 (max number of regions) by 50 (the region size set by default in this mod/vanilla) I dont get this problem.

I noticed on some big world generated map (with little ocean and mountain) that I was getting gaps between regions borders. This interferes with trade/war and is generally undesired.

I saw region size in the config file and started playing with that. I incremented it to 70, then 80, and most recently 100. On any given map this eliminated the gaps between regions.
sirdave79 2024 年 10 月 5 日 上午 10:06 
2/2

BUT, in scenario editor I THINK, the problem is the regions have a limit on how many road tiles can be between them. I see the TRADE_ROUTE_SHIP_MAX: 100, setting in config, which ive currently got set to 100 to match the region size of 100 and its still saying roads invalid. When i count the tiles between roads it seems to be limited to 50.

Some validator errors I can fix by adjusting the road layout those over 50 I cant.

Am I right ? Is it possible to expose the land road limit in the config?

Thannks
Leaf 2024 年 9 月 25 日 下午 9:34 
@Arg0n

I solved it! just change the mod folder from V67 to V66, yes, I'm using the V66 game, sorry to bother you haha, and what a mod man, really good!
Arg0n  [作者] 2024 年 9 月 25 日 下午 5:21 
@Leaf
You are on V67 of the game?
Leaf 2024 年 9 月 25 日 下午 5:11 
When I go to enable the mod it is in red saying "Mod not supported" I have already uninstalled and reinstalled it, and I have tested it without other mods and it still continues"
Andersh 2024 年 9 月 16 日 上午 10:58 
king
Arg0n  [作者] 2024 年 9 月 16 日 上午 10:53 
@Gearzix
Updated :x
Gearzix 2024 年 9 月 16 日 上午 10:36 
V67?
Arg0n  [作者] 2024 年 1 月 8 日 上午 8:55 
Something changed in how the World Minimap renders the world with v65, which causes an error if you scale up the world generation. I've informed the dev about it =)
ElPapaDeTu 2024 年 1 月 8 日 上午 4:13 
work for v65?
DrinkEnemyBlood 2023 年 11 月 29 日 下午 4:14 
I see, thank you for your response and of course valuable mod.
Arg0n  [作者] 2023 年 11 月 29 日 上午 10:28 
@DrinkEnemyBlood
As it is only one value you have to change for this and we both doubled it to 512x512. It should be the same ^^
DrinkEnemyBlood 2023 年 11 月 28 日 下午 3:51 
How does this differ from Hellatze's version?
Arg0n  [作者] 2023 年 11 月 18 日 上午 6:43 
@Jargon
Glad that you could solve it... kinda... ^^
CordialVillain 2023 年 11 月 17 日 下午 6:42 
Deleted my comment about the trade prices. My game's just hyper glitchy from mods, to the point of where I can't reliably recreate problems.
Arg0n  [作者] 2023 年 11 月 7 日 下午 2:08 
<3
St. Antraeus 2023 年 11 月 7 日 下午 2:00 
hellatze and Arg0n are my heroes. I love their mods.
Davi 2023 年 11 月 3 日 下午 2:46 
I'm stealing 'his' mod too D: oh no
Mr Blue 2023 年 11 月 3 日 上午 2:40 
ok
Arg0n  [作者] 2023 年 11 月 3 日 上午 2:28 
I've added a link to your mod =D
Arg0n  [作者] 2023 年 11 月 3 日 上午 2:08 
@hellatze
Lol didn't see your mod; I made this because someone asked for it. And it's basically changing one value in a config file. There's not much to "steal" ^^
Mr Blue 2023 年 11 月 3 日 上午 1:38 
this is stealing my mod i already make it
Savxc1 2023 年 10 月 31 日 下午 12:32 
Great Idea can establish possibly easier