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Thread: Map Generator 2.0

  1. #581
    Major nom's Avatar
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    Quote Originally Posted by DakaSha View Post
    Hey I was wondering if this is still being worked on? In any case great job so far
    I try to make improvements from time to time. The idea is to try and keep it compatible with the latest version of the game. Right now I have too many other things going on but I plan to come back to it in a month or two.

  2. #582
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    Love it love it love it!

    I've been looking for this for a week! A couple questions:

    1) Is it possible to revert to Divine Wind's map graphics?

    2) Is there a way to turn off the minimap? Some of the new world's this baby has made would be incredible to explore if it weren't for the minimap spoiling the entire thing.

    Thanks!
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  3. #583
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    Quote Originally Posted by RabbitMan View Post
    Love it love it love it!

    I've been looking for this for a week! A couple questions:

    1) Is it possible to revert to Divine Wind's map graphics?

    2) Is there a way to turn off the minimap? Some of the new world's this baby has made would be incredible to explore if it weren't for the minimap spoiling the entire thing.

    Thanks!
    1) I'm not exactly sure which graphics you are talking about here.

    2) Yes, I can't check the exact location of the files but the exported mod contains a minimap file. I think it's in the GFX folder. If you delete it, it will use the default minimap instead.

  4. #584
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    Thanks a lot nom. And what I'm talking about is that the map-graphics, and by map I mean just the basic overlays such as political view, terrain view, etc, seem to be that of a mod and not of the vanilla Europa Universalis III Divine Wind. Perhaps there is another folder I can just delete.

    Thanks for the quick response!
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  5. #585
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    Quote Originally Posted by RabbitMan View Post
    Thanks a lot nom. And what I'm talking about is that the map-graphics, and by map I mean just the basic overlays such as political view, terrain view, etc, seem to be that of a mod and not of the vanilla Europa Universalis III Divine Wind. Perhaps there is another folder I can just delete.

    Thanks for the quick response!
    I'm still not really sure what you mean. The political map is supposed to work exactly the same in the mod as in the vanilla game. Unless anything has changed in the latest betas all the map files are the same as in vanilla. The terrain view will be a bit different since I can't recreate the colors perfectly. Exactly how does it behave like a mod and not like the vanilla DW?

  6. #586
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    I took a couple quick pictures to show you the difference I'm seeing.

    Vanilla DW:
    download.jpg
    Using Random Map Gen:
    nice.jpg
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  7. #587
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    Quote Originally Posted by RabbitMan View Post
    I took a couple quick pictures to show you the difference I'm seeing.

    Vanilla DW:
    Attachment 60782
    Using Random Map Gen:
    Attachment 60783
    Ok, I see what you mean. The difference in ocean color is likely due to the wrong color used in colormap or colormap_water.
    Then you loose some details in the map if you use the generator with scaled map on, like on the Irish west coast. If you want exactly the same coastline as in vanilla you need to generate the map without scaling it.

  8. #588
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    Thanks a lot Nom, the jaggedyness of it was really bugging me, but this makes it perfect. I hope you are around for Europa Universalis IV, I'd love to help you out and learn the trade of modding when it comes out.
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  9. #589
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    the jaggedyness was getting to me too. I'll have to try this out again...

    Can this be combined with other mods, for example, Meiou?

  10. #590
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    Quote Originally Posted by DDRJake View Post
    the jaggedyness was getting to me too. I'll have to try this out again...

    Can this be combined with other mods, for example, Meiou?
    I see no reason why it can't be combined with other mods. It's just a lot of work doing it. If anyone is up for it I'll give you some detailed instructions how to do it.

  11. #591
    Ruler of the Queen's Navee George LeS's Avatar
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    I just tried the latest version, and I cannot get it to load. Crashes at the Cortez screen. Is there a known bug? I'm using 5.2b.
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  12. #592
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    Quote Originally Posted by George LeS View Post
    I just tried the latest version, and I cannot get it to load. Crashes at the Cortez screen. Is there a known bug? I'm using 5.2b.
    I have not tested it with the beta patches so I can't tell you if it should work or not. Anyone else?

  13. #593
    Quote Originally Posted by nom View Post
    I see no reason why it can't be combined with other mods. It's just a lot of work doing it. If anyone is up for it I'll give you some detailed instructions how to do it.
    What kind of work is required? I may be willing but I don't know if I have the know-how.

  14. #594
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    Quote Originally Posted by Stevenpfo View Post
    What kind of work is required? I may be willing but I don't know if I have the know-how.
    You only need to know how to edit text files, edit images and have a basic knowledge of modding.

    Start by taking a look in the 1399 vanilla or Old world folders. Those contain all the information used and that needs to be updated to match the information of the mod. For example you need to set the countries used, the religion for each country, the government type, the religion etc. Not difficult but a bit time consuming. If you want to only generate parts of the world then you have to do some work with the maps as well. Check Old World/Realparts. Then if you want events to work with the random maps you have to go through them and replacing real province id with province or culture tags.

    I think that's about it. Take a look at the files. If you're still interested let me know and I'll give you more detailed instructions.

  15. #595
    I'll have a look nom. If it's just text files, then I mess with those almost every day out of curiosity.

  16. #596
    I've completely re installed MEIOU (the mod i'd like to integrate) and Map Generator as i've messed with so many things. I can see now why it seems like a daunting task. I'm up to give it a shot though.

    Edit: Slogging my way through it. New maps are done. I've transferred all the files from MEIOU over to realparts. Now to trim the fat. I'm sure i'm missing something here. But I won't know what it is until it pops up in my face.
    Last edited by Stevenpfo; 24-08-2012 at 02:02.

  17. #597
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    Quote Originally Posted by Stevenpfo View Post
    I've completely re installed MEIOU (the mod i'd like to integrate) and Map Generator as i've messed with so many things. I can see now why it seems like a daunting task. I'm up to give it a shot though.

    Edit: Slogging my way through it. New maps are done. I've transferred all the files from MEIOU over to realparts. Now to trim the fat. I'm sure i'm missing something here. But I won't know what it is until it pops up in my face.
    Since you are talking about realparts I'm assuming you plan to just randomly generate the new world.

    The files in the realparts folder should be pretty easy to understand. Just remember to only include history from the real part of the world and not the randomly generated here.

    I have not really played MEIOU so I don't know how much it changes, but if it involves a different cultural setup or different countries in the new world you need to change the Countries, Culturegroup and Culture folders as well. Adding new countries also means you need to give them a government type, rulers, techgroup etc.

    The Other folder contains stuff that should just be copied straight to the mod. This includes things like country definitions, localization files, custom graphics. Basically all files changed by MEIOU and not created by the Map Generator.

    Finally it's the issue of events, decisions and missions. Since province ids will change in the random part of the world events targeting a specific province in the new world will not work. But, what you can do is go through the event files, locate the parts that will be a problem and replace

    owns = 865 #Massachusetts

    with

    owns = $PROV;Massachusetts$

    If you then put this file in the IDAdjust folder the generator will go through the file and replace $PROV;Massachusetts$ with the correct province id. Similarly, using $CULT;delaware$ and $CULG;north_american$ instead will create multiple copies of that line for each province in the culture or culture group.

    You might also have to change the content of the replace and extend text files to match the folders used in MEIOU.

  18. #598
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    I have the steam version of EUIII and so I think it must have automatically updated to the latest version (the one that causes the game to crash at the Cortez screen). So I was wondering if this mod will be updated to work with the latest version or not?

  19. #599
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    Quote Originally Posted by Nephilia View Post
    I have the steam version of EUIII and so I think it must have automatically updated to the latest version (the one that causes the game to crash at the Cortez screen). So I was wondering if this mod will be updated to work with the latest version or not?
    This is a bit strange. I just tested it with the latest beta of the generator (3b19) and the latest beta of the game and it worked without any problems for me.

  20. #600
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    Quote Originally Posted by Nephilia View Post
    I have the steam version of EUIII and so I think it must have automatically updated to the latest version (the one that causes the game to crash at the Cortez screen). So I was wondering if this mod will be updated to work with the latest version or not?
    Quote Originally Posted by nom View Post
    This is a bit strange. I just tested it with the latest beta of the generator (3b19) and the latest beta of the game and it worked without any problems for me.
    The "latest" version available through Steam would be 5.1, not the beta patches.
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