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Question on adjacency
Posted: Sat Mar 15, 2008 1:18 pm
by satisfaction
For my Naval Mod I'm editing the adjacency values in the regions data files. Does anyone know why for some there are adjacency0 up to adjacency12? and for some it only goes to 5? What seems odd to me is that many times the same region id is entered multiple times. Do you need one line for each adjacent region...even if it is not entered in the id value? Right now for some forts i've got 5 values and entered them all as the same. Anyone light on this would be handy and appreciated.
Andrew
Posted: Sat Mar 15, 2008 1:29 pm
by lodilefty
Those values are automatically generated by ExMap when building the map. It can be risky to edit them directly, as the 'Law of Unintended Consequences' is in full force...
For your Fort blockade work, IMHO you are in unchartered waters. So other than 'backup backup backup' there isn't much I can tell you.
I suggest [I always have suggestions!

] that you stick to the physically adjacent ports/forts until you've got that working, then try to add an 'inland' port to see what happens. [I trashed my first mod when it got all fur-balled trying to do much at once!

]
Ships from those inland ports will have potential to get fired on as they go to sea anyway [??mod the percentages for this too??], and [as I understand it] the 'Fort Blockade' will affect all ports via adding % to the Blockade value...
Good luck!

Posted: Sat Mar 15, 2008 4:22 pm
by satisfaction
Thanks for advice! I'm doing exactly that...just trying to do the simple fixes first of forts and ports using the same waterway to go in and out. Things get complicated when I begin to look further inland or in bays. Read in my main post that you are doing work hyper linking? (think that was it) Anything I might use?
Posted: Sun Mar 16, 2008 1:35 am
by Gray_Lensman
deleted
Posted: Sun Mar 16, 2008 1:57 am
by Jabberwock
GL -
He hasn't just been removing adjacency, he's also been adding adjacency, so that forts will blockade ports that are upriver.
satisfaction -
Experimenting with using adjacency and both of these jumplinks at the same time might fix the side effects like forts bombarding ships that are several regions away or teleporting invasion forces.
Posted: Sun Mar 16, 2008 2:11 am
by Gray_Lensman
deleted
Posted: Sun Mar 16, 2008 4:49 pm
by satisfaction
Gray thanks for the idea, I'll start playing with that. I realize there will be some AI issues with adjacency, mainly the CSA AI not knowing the full impact of the forts. Although she does a good job of moving in forces already (Lee keeps showing up in Outer Banks and kicking Burnside out!) so might not be a big deal. I'm really focusing on the first few key ports and port entrances. I think the jump links may be the way to go for the further inland stuff. Like with your RR I believe that there are a few port entrances/fort exits that are just wrong and need to be fixed. Plan is to try to fix these....test it heavily the move on to the further inland stuff. Although I am going to cheat and start playing with those jump links

Thanks for the interest all and I'll let you know my progress.
Andrew
Is there a map I can print with the name and id#'s? Alt Tabbing is a pain.
Posted: Mon Mar 17, 2008 11:50 am
by Pocus
Jumplinks should be your only tool to changes adjacencies on/off stuff...
Posted: Thu May 01, 2008 11:23 pm
by satisfaction
Running into this again with my naval mod. I've used the |26 to block movement but it just doesn't do what I'm after. Wish it could be used as a check for blockade. Seems funny but I acutally would ideally like the opposite effect....allow movement (as it is away from blockading fort) but consider the fort blockaded. Any other thoughts here? I've been running into this and can't seem to get past it. My basic work with the adjacencies seems fine....just need to find some way to get beyond adjacent regions.

Posted: Fri May 02, 2008 2:23 am
by Gray_Lensman
deleted
Posted: Fri May 02, 2008 11:56 am
by satisfaction
Gray_Lensman wrote:If you turn on "Error Logging" (in the options section under the "System" button, the game itself will append the regional ID# to the mouse tooltip as you hover it over the region in question.
Wow, very nice
That is really handy, sure saves me a bunch of scribbles and alt tabs.
Thanks