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CrackdToothGrin

Mercenary Face Builder
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Mar 18, 2007
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First off, to JonStryker: Your tool is boss. Saved me a lot of headache.

Second, I've been working on a map for a looooong time. I finally got it to load up in-game, but for some reason, it seems to be doing this with the map "frame":

faMkusd.png


Any idea on how to fix that?
 

CrackdToothGrin

Mercenary Face Builder
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Frame is defined within Static.txt in Map folder. Either scale/position it or remove it.
It's the "frame" entry at map/static.txt.

Thanks! I had to remove it entirely, since my map is not the same 'frame' as vanilla.

That being said, I'm getting a weird glitch on the Far East of the map right on the very edge of it like this:

8U5o5Th.png


Any ideer whaddafok that is from?
 

CrackdToothGrin

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That is the first time I have seen that glitch. Do you mind uploading your files so we can take a look?

I figured it out. One of the images was too wide, and part of it stuck underneath and over to the side. Apologies for not loading the file up. It's been a six year on-off project to create the base maps underneath, and I'm reticent to post it publicly as of right now.

Plus, I managed to get it going in-game. I still need to make the rivers and nudge every single holding and shield (which, for the life of me, I can't figure out how to do with hand-identifying the location and moving everything). I went through some of the threads in here, and managed to get this screenshot:

FutO4Np.jpg


So, thanks for your help! I'm sure I'll be back here for the next issue.
 

rickinator9

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Very pretty. The way I did the positions for Diadochi Kings is making the rivers first(since I use them for province borders very often) and then using those rivers as orientation points. With the absence of a river, I just use a sea or a particular land feature as orientation point. I even use other cities that I have already done as orientation points.
 

arbiterspartan

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Jun 18, 2014
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Hey guys, hoping you might be able to give some insight into an issue my friends and I are having with making a custom map. Info on what we have so far:

-The province.bmp goes through the map checker tool without errors, and the other bmps match up to that one as far as we're aware

-Definitions for all provinces are set to the correct values

-The adjacency file lists 2 straight crossings, 2 portages,

-Default.map lists rivers and sea zones correctly

The game crashes at "Calculating Paths". Upon checking the log, it stops after reaching the final adjacency, but we aren't sure what this could mean. Included below is the
startup log for the game when we try to load the mod.

Code:
[ck_application.cpp:881]: Loaded GUI Definition File: interface/DefaultDialog.gui
[ck_application.cpp:881]: Loaded GUI Definition File: interface/EU3_core.gui
[ck_application.cpp:881]: Loaded GUI Definition File: interface/EU3_credits.gui
[ck_application.cpp:881]: Loaded GUI Definition File: interface/EU3_domesticpanel.gui
[ck_application.cpp:881]: Loaded GUI Definition File: interface/EU3_nudge.gui
[ck_application.cpp:881]: Loaded GUI Definition File: interface/Find_province.gui
[ck_application.cpp:881]: Loaded GUI Definition File: interface/Frontend_settings.gui
[ck_application.cpp:881]: Loaded GUI Definition File: interface/Ingame_settings_menu.gui
[ck_application.cpp:881]: Loaded GUI Definition File: interface/alerts.gui
[ck_application.cpp:881]: Loaded GUI Definition File: interface/buildview.gui
[ck_application.cpp:881]: Loaded GUI Definition File: interface/char_mission_dialogs.gui
[ck_application.cpp:881]: Loaded GUI Definition File: interface/character_selection.gui
[ck_application.cpp:881]: Loaded GUI Definition File: interface/characterinteraction.gui
[ck_application.cpp:881]: Loaded GUI Definition File: interface/chat.gui
[ck_application.cpp:881]: Loaded GUI Definition File: interface/combat.gui
[ck_application.cpp:881]: Loaded GUI Definition File: interface/contentview.gui
[ck_application.cpp:881]: Loaded GUI Definition File: interface/customize_dynasty.gui
[ck_application.cpp:881]: Loaded GUI Definition File: interface/domestic_characters.gui
[ck_application.cpp:881]: Loaded GUI Definition File: interface/domestic_court.gui
[ck_application.cpp:881]: Loaded GUI Definition File: interface/domestic_diplomacy.gui
[ck_application.cpp:881]: Loaded GUI Definition File: interface/domestic_dynastic.gui
[ck_application.cpp:881]: Loaded GUI Definition File: interface/domestic_factions.gui
[ck_application.cpp:881]: Loaded GUI Definition File: interface/domestic_law.gui
[ck_application.cpp:881]: Loaded GUI Definition File: interface/domestic_military.gui
[ck_application.cpp:881]: Loaded GUI Definition File: interface/domestic_missions.gui
[ck_application.cpp:881]: Loaded GUI Definition File: interface/domestic_overview.gui
[ck_application.cpp:881]: Loaded GUI Definition File: interface/domestic_plots.gui
[ck_application.cpp:881]: Loaded GUI Definition File: interface/domestic_religion.gui
[ck_application.cpp:881]: Loaded GUI Definition File: interface/domestic_republic.gui
[ck_application.cpp:881]: Loaded GUI Definition File: interface/domestic_technology.gui
[ck_application.cpp:881]: Loaded GUI Definition File: interface/dynasty_tree.gui
[ck_application.cpp:881]: Loaded GUI Definition File: interface/end_of_combat.gui
[ck_application.cpp:881]: Loaded GUI Definition File: interface/end_of_siege.gui
[ck_application.cpp:881]: Loaded GUI Definition File: interface/eventwindow.gui
[ck_application.cpp:881]: Loaded GUI Definition File: interface/frontend.gui
[ck_application.cpp:881]: Loaded GUI Definition File: interface/hints.gui
[ck_application.cpp:881]: Loaded GUI Definition File: interface/ingamelobby.gui
[ck_application.cpp:881]: Loaded GUI Definition File: interface/language_selection.gui
[ck_application.cpp:881]: Loaded GUI Definition File: interface/ledger.gui
[ck_application.cpp:881]: Loaded GUI Definition File: interface/load_screen.gui
[ck_application.cpp:881]: Loaded GUI Definition File: interface/main.gui
[ck_application.cpp:881]: Loaded GUI Definition File: interface/mapicons.gui
[ck_application.cpp:881]: Loaded GUI Definition File: interface/matchmaking.gui
[ck_application.cpp:881]: Loaded GUI Definition File: interface/matchmaking_chat.gui
[ck_application.cpp:881]: Loaded GUI Definition File: interface/menubar.gui
[ck_application.cpp:881]: Loaded GUI Definition File: interface/messagesettings.gui
[ck_application.cpp:881]: Loaded GUI Definition File: interface/metaserver.gui
[ck_application.cpp:881]: Loaded GUI Definition File: interface/outliner.gui
[ck_application.cpp:881]: Loaded GUI Definition File: interface/province.gui
[ck_application.cpp:881]: Loaded GUI Definition File: interface/rename_title.gui
[ck_application.cpp:881]: Loaded GUI Definition File: interface/rightclickmenu.gui
[ck_application.cpp:881]: Loaded GUI Definition File: interface/store.gui
[ck_application.cpp:881]: Loaded GUI Definition File: interface/succession.gui
[ck_application.cpp:881]: Loaded GUI Definition File: interface/template.gui
[ck_application.cpp:881]: Loaded GUI Definition File: interface/title_history.gui
[ck_application.cpp:881]: Loaded GUI Definition File: interface/tooltip.gui
[ck_application.cpp:881]: Loaded GUI Definition File: interface/tutorial.gui
[ck_application.cpp:881]: Loaded GUI Definition File: interface/tutorial_control.gui
[ck_application.cpp:881]: Loaded GUI Definition File: interface/unitpanel.gui
[ck_application.cpp:881]: Loaded GUI Definition File: interface/waroverview.gui
[opinion_modifier.cpp:440]: Opinion Modifier #0 tag =  name =
[opinion_modifier.cpp:512]: Religion Modifier #0 tag =  name =
[ck_application.cpp:1240]: Opinion Modifiers Initialized [12 KB]
[ck_application.cpp:1250]: New TechnologyDatabase Initialized [28 KB]
[ck_application.cpp:1260]: Static Modifiers Initialized [8 KB]
[modifier.cpp:1148]: StaticModifier #0 tag = very_easy_player name = Very Easy Difficulty
[modifier.cpp:1148]: StaticModifier #1 tag = easy_player name = Easy Difficulty
[modifier.cpp:1148]: StaticModifier #2 tag = normal_player name = normal_player
[modifier.cpp:1148]: StaticModifier #3 tag = hard_player name = Hard Difficulty
[modifier.cpp:1148]: StaticModifier #4 tag = very_hard_player name = Very Hard Difficulty
[modifier.cpp:1148]: StaticModifier #5 tag = very_easy_ai name = Very Easy Difficulty
[modifier.cpp:1148]: StaticModifier #6 tag = easy_ai name = Easy Difficulty
[modifier.cpp:1148]: StaticModifier #7 tag = normal_ai name = normal_ai
[modifier.cpp:1148]: StaticModifier #8 tag = hard_ai name = Hard Difficulty
[modifier.cpp:1148]: StaticModifier #9 tag = very_hard_ai name = Very Hard Difficulty
[modifier.cpp:1148]: StaticModifier #10 tag = province_base_values name = Base
[modifier.cpp:1148]: StaticModifier #11 tag = coastal name = Coastal
[modifier.cpp:1148]: StaticModifier #12 tag = non_coastal name = Non Coastal
[modifier.cpp:1148]: StaticModifier #13 tag = coastal_sea name = Coastal Sea
[modifier.cpp:1148]: StaticModifier #14 tag = sea_zone name = Sea Zone
[modifier.cpp:1148]: StaticModifier #15 tag = land_province name = Base
[modifier.cpp:1148]: StaticModifier #16 tag = mild_winter name = Mild Winter
[modifier.cpp:1148]: StaticModifier #17 tag = normal_winter name = Normal Winter
[modifier.cpp:1148]: StaticModifier #18 tag = severe_winter name = Severe Winter
[modifier.cpp:1148]: StaticModifier #19 tag = out_of_supply name = Out of Supply
[modifier.cpp:1148]: StaticModifier #20 tag = no_adjacent_controlled name = No Adjacent Controlled
[modifier.cpp:1148]: StaticModifier #21 tag = same_culture_group name = Different Culture
[modifier.cpp:1148]: StaticModifier #22 tag = non_accepted_culture name = Different Culture Group
[modifier.cpp:1148]: StaticModifier #23 tag = different_religion name = Different Religion Group
[modifier.cpp:1148]: StaticModifier #24 tag = same_religion_group name = Different Religion
[modifier.cpp:1148]: StaticModifier #25 tag = county_heresy name = Heresy
[modifier.cpp:1148]: StaticModifier #26 tag = county_isolated name = Isolated County
[modifier.cpp:1148]: StaticModifier #27 tag = new_administration name = New Administration
[modifier.cpp:1148]: StaticModifier #28 tag = recently_conquered name = Recently conquered
[modifier.cpp:1148]: StaticModifier #29 tag = occupied name = Recently conquered
[modifier.cpp:1148]: StaticModifier #30 tag = occupied_different_culture name = Recently conquered (different culture)
[modifier.cpp:1148]: StaticModifier #31 tag = occupied_different_culturegroup name = Recently conquered (different culture group)
[modifier.cpp:1148]: StaticModifier #32 tag = occupied_different_religion name = Recently conquered (different religion)
[modifier.cpp:1148]: StaticModifier #33 tag = occupied_different_religiongroup name = Recently conquered (different religious group)
[modifier.cpp:1148]: StaticModifier #34 tag = looted_modifier name = Looted
[modifier.cpp:1148]: StaticModifier #35 tag = occupied_tutorial name = occupied_tutorial
[modifier.cpp:1148]: StaticModifier #36 tag = troops_tutorial name = troops_tutorial
[modifier.cpp:1148]: StaticModifier #37 tag = under_siege name = Under Siege
[modifier.cpp:1148]: StaticModifier #38 tag = revolt_risk name = Revolt Risk
[modifier.cpp:1148]: StaticModifier #39 tag = foreign_rebels name = Foreign support of rebels
[modifier.cpp:1148]: StaticModifier #40 tag = jizya_tax name = Jizya Tax
[modifier.cpp:1148]: StaticModifier #41 tag = river_crossing name = River crossing
[modifier.cpp:1148]: StaticModifier #42 tag = major_river_crossing name = Major River crossing
[modifier.cpp:1148]: StaticModifier #43 tag = strait_crossing name = Strait crossing
[modifier.cpp:1148]: StaticModifier #44 tag = amphibious_landing name = Amphibious landing
[modifier.cpp:1148]: StaticModifier #45 tag = defenderbonus_mountain name = Mountains
[modifier.cpp:1148]: StaticModifier #46 tag = defenderbonus_hills name = Hills
[modifier.cpp:1148]: StaticModifier #47 tag = defenderbonus_jungle name = Jungle
[modifier.cpp:1148]: StaticModifier #48 tag = static_diplomacy_mod name = Diplomacy Skill
[modifier.cpp:1148]: StaticModifier #49 tag = static_intrigue_mod name = Intrigue Skill
[modifier.cpp:1148]: StaticModifier #50 tag = static_stewardship_mod name = Stewardship Skill
[modifier.cpp:1148]: StaticModifier #51 tag = static_martial_mod name = Martial Skill
[modifier.cpp:1148]: StaticModifier #52 tag = static_learning_mod name = Learning
[modifier.cpp:1148]: StaticModifier #53 tag = base_values name = Base Values
[modifier.cpp:1148]: StaticModifier #54 tag = war name = War
[modifier.cpp:1148]: StaticModifier #55 tag = peace name = Peace
[modifier.cpp:1148]: StaticModifier #56 tag = pretender_modifier name = pretender_modifier
[modifier.cpp:1148]: StaticModifier #57 tag = castle name = Castle
[modifier.cpp:1148]: StaticModifier #58 tag = city name = City
[modifier.cpp:1148]: StaticModifier #59 tag = temple name = Temple
[modifier.cpp:1148]: StaticModifier #60 tag = trade_post name = Trade Post
[modifier.cpp:1148]: StaticModifier #61 tag = family_palace name = Palace
[modifier.cpp:1148]: StaticModifier #62 tag = default_culture_modifier name = default_culture_modifier
[modifier.cpp:1148]: StaticModifier #63 tag = age_child name = Child
[modifier.cpp:1148]: StaticModifier #64 tag = age_teen name = Teenager
[modifier.cpp:1148]: StaticModifier #65 tag = age_young name = Young Adult
[modifier.cpp:1148]: StaticModifier #66 tag = age_adult name = Adult
[modifier.cpp:1148]: StaticModifier #67 tag = age_old name = Old Age
[modifier.cpp:1148]: StaticModifier #68 tag = age_very_old name = Old Age
[ck_application.cpp:1268]: Event Modifiers Initialized [8 KB]
[culture.cpp:115]: Culture Group #0 tag = noculturegroup name =  ===>noculture
[ck_application.cpp:1278]: CultureDatabase Initialized [4 KB]
[ck_application.cpp:1288]: Generating coats of arms [12 KB]
[religion.cpp:198]: Religion Group #0 tag = none name =  ===>noreligion
[ck_application.cpp:1298]: ReligionDatabase Initialized [20 KB]
[ck_application.cpp:1308]: DynastyDatabase Initialized [8 KB]
[special_troops.cpp:161]: Special troop Type #0 tag =
[special_troops.cpp:161]: Special troop Type #1 tag = horse_archers
[special_troops.cpp:161]: Special troop Type #2 tag = war_elephants
[special_troops.cpp:161]: Special troop Type #3 tag = camel_cavalry
[ck_application.cpp:1322]: Special Troops Types Initialized [0 KB]
[trait.cpp:1071]: Trait #0 tag =  name =
[ck_application.cpp:1333]: Traits Initialized
[mercenary.cpp:159]: Mercenary Type #0 tag =
[mercenary.cpp:159]: Mercenary Type #1 tag = knights_templar_composition
[mercenary.cpp:159]: Mercenary Type #2 tag = teutonic_order_composition
[mercenary.cpp:159]: Mercenary Type #3 tag = knights_hospitaler_composition
[mercenary.cpp:159]: Mercenary Type #4 tag = hashshashin_composition
[mercenary.cpp:159]: Mercenary Type #5 tag = bektashi_composition
[mercenary.cpp:159]: Mercenary Type #6 tag = jomsvikings_composition
[mercenary.cpp:159]: Mercenary Type #7 tag = immortals_composition
[mercenary.cpp:159]: Mercenary Type #8 tag = zealots_composition
[mercenary.cpp:159]: Mercenary Type #9 tag = holy_sepulchre_composition
[mercenary.cpp:159]: Mercenary Type #10 tag = saint_anthony_composition
[mercenary.cpp:159]: Mercenary Type #11 tag = saint_addai_composition
[mercenary.cpp:159]: Mercenary Type #12 tag = sky_lords_composition
[mercenary.cpp:159]: Mercenary Type #13 tag = spirit_guardians_composition
[mercenary.cpp:159]: Mercenary Type #14 tag = warriors_perun_composition
[mercenary.cpp:159]: Mercenary Type #15 tag = chosen_perkunas_composition
[mercenary.cpp:159]: Mercenary Type #16 tag = sons_kaleva_composition
[mercenary.cpp:159]: Mercenary Type #17 tag = huitzilopochtli_composition
[mercenary.cpp:159]: Mercenary Type #18 tag = knights_santiago_composition
[mercenary.cpp:159]: Mercenary Type #19 tag = knights_calatrava_composition
[mercenary.cpp:159]: Mercenary Type #20 tag = followers_arjuna_composition
[mercenary.cpp:159]: Mercenary Type #21 tag = ashokas_chosen_composition
[mercenary.cpp:159]: Mercenary Type #22 tag = bulls_rishabha_composition
[mercenary.cpp:159]: Mercenary Type #23 tag = muslim_turkic_company_composition
[mercenary.cpp:159]: Mercenary Type #24 tag = muslim_cuman_company_composition
[mercenary.cpp:159]: Mercenary Type #25 tag = berber_company_composition
[mercenary.cpp:159]: Mercenary Type #26 tag = bedouin_company_composition
[mercenary.cpp:159]: Mercenary Type #27 tag = victual_brothers_composition
[mercenary.cpp:159]: Mercenary Type #28 tag = white_company_composition
[mercenary.cpp:159]: Mercenary Type #29 tag = great_company_composition
[mercenary.cpp:159]: Mercenary Type #30 tag = company_of_st_george_composition
[mercenary.cpp:159]: Mercenary Type #31 tag = star_company_composition
[mercenary.cpp:159]: Mercenary Type #32 tag = little_hat_company_composition
[mercenary.cpp:159]: Mercenary Type #33 tag = rose_company_composition
[mercenary.cpp:159]: Mercenary Type #34 tag = catalan_company_composition
[mercenary.cpp:159]: Mercenary Type #35 tag = navarrese_company_composition
[mercenary.cpp:159]: Mercenary Type #36 tag = swiss_company_composition
[mercenary.cpp:159]: Mercenary Type #37 tag = breton_company_composition
[mercenary.cpp:159]: Mercenary Type #38 tag = lombard_band_composition
[mercenary.cpp:159]: Mercenary Type #39 tag = swiss_band_composition
[mercenary.cpp:159]: Mercenary Type #40 tag = breton_band_composition
[mercenary.cpp:159]: Mercenary Type #41 tag = catalan_band_composition
[mercenary.cpp:159]: Mercenary Type #42 tag = saxon_band_composition
[mercenary.cpp:159]: Mercenary Type #43 tag = varangian_guard_composition
[mercenary.cpp:159]: Mercenary Type #44 tag = mamluks_composition
[mercenary.cpp:159]: Mercenary Type #45 tag = ghilman_composition
[mercenary.cpp:159]: Mercenary Type #46 tag = cuman_company_composition
[mercenary.cpp:159]: Mercenary Type #47 tag = rus_company_composition
[mercenary.cpp:159]: Mercenary Type #48 tag = pecheneg_company_composition
[mercenary.cpp:159]: Mercenary Type #49 tag = turkic_company_composition
[mercenary.cpp:159]: Mercenary Type #50 tag = bulgarian_company_composition
[mercenary.cpp:159]: Mercenary Type #51 tag = rus_band_composition
[mercenary.cpp:159]: Mercenary Type #52 tag = finnish_band_composition
[mercenary.cpp:159]: Mercenary Type #53 tag = lappish_band_composition
[mercenary.cpp:159]: Mercenary Type #54 tag = lithuanian_band_composition
[mercenary.cpp:159]: Mercenary Type #55 tag = abyssinian_band_composition
[mercenary.cpp:159]: Mercenary Type #56 tag = nubian_band_composition
[mercenary.cpp:159]: Mercenary Type #57 tag = ghanan_band_composition
[mercenary.cpp:159]: Mercenary Type #58 tag = scottish_band_composition
[mercenary.cpp:159]: Mercenary Type #59 tag = irish_band_composition
[mercenary.cpp:159]: Mercenary Type #60 tag = alan_band_composition
[mercenary.cpp:159]: Mercenary Type #61 tag = cuman_band_composition
[mercenary.cpp:159]: Mercenary Type #62 tag = pecheneg_band_composition
[mercenary.cpp:159]: Mercenary Type #63 tag = turkic_band_composition
[mercenary.cpp:159]: Mercenary Type #64 tag = bulgarian_band_composition
[mercenary.cpp:159]: Mercenary Type #65 tag = naval_merc_composition
[mercenary.cpp:159]: Mercenary Type #66 tag = tamil_band_composition
[mercenary.cpp:159]: Mercenary Type #67 tag = marathi_company_composition
[mercenary.cpp:159]: Mercenary Type #68 tag = marathi_band_composition
[mercenary.cpp:159]: Mercenary Type #69 tag = bengal_company_composition
[mercenary.cpp:159]: Mercenary Type #70 tag = bengal_band_composition
[mercenary.cpp:159]: Mercenary Type #71 tag = rajput_company_composition
[mercenary.cpp:159]: Mercenary Type #72 tag = rajput_band_composition
[ck_application.cpp:1342]: Mercenary Types Initialized [4 KB]
[title.cpp:9099]: Landed Title #0 tag = --- name = ---
[ck_application.cpp:1352]: Land Titles Initialized [76 KB]
[ck_application.cpp:1370]: RetinueDatabase Initialized
[building.cpp:630]: Building #0 tag = nobuilding name = nobuilding
[ck_application.cpp:1377]: BuildingDatabase Initialized [8 KB]
[ck_application.cpp:1387]: Nicknames Initialized [0 KB]
[disease.cpp:365]: Disease #0 name = tuberculosis
[disease.cpp:365]: Disease #1 name = typhoid_fever
[disease.cpp:365]: Disease #2 name = typhus
[disease.cpp:365]: Disease #3 name = bubonic_plague
[disease.cpp:365]: Disease #4 name = measles
[disease.cpp:365]: Disease #5 name = small_pox
[disease.cpp:365]: Disease #6 name = syphilis
[ck_application.cpp:1397]: Diseases Initialized [4 KB]
[map.cpp:634]: Terrain #0 name = text_0 with 1 colors assigned.
[map.cpp:634]: Terrain #1 name = text_1 with 1 colors assigned.
[map.cpp:634]: Terrain #2 name = text_2 with 1 colors assigned.
[map.cpp:634]: Terrain #3 name = text_3 with 1 colors assigned.
[map.cpp:634]: Terrain #4 name = text_4 with 1 colors assigned.
[map.cpp:634]: Terrain #5 name = text_5 with 1 colors assigned.
[map.cpp:634]: Terrain #6 name = text_6 with 1 colors assigned.
[map.cpp:634]: Terrain #7 name = text_7 with 1 colors assigned.
[map.cpp:634]: Terrain #8 name = text_8 with 1 colors assigned.
[map.cpp:634]: Terrain #9 name = text_9 with 1 colors assigned.
[map.cpp:634]: Terrain #10 name = text_10 with 1 colors assigned.
[map.cpp:634]: Terrain #11 name = text_11 with 1 colors assigned.
[map.cpp:634]: Terrain #12 name = text_12 with 1 colors assigned.
[map.cpp:634]: Terrain #13 name = text_13 with 1 colors assigned.
[map.cpp:634]: Terrain #14 name = text_14 with 1 colors assigned.
[map.cpp:634]: Terrain #15 name = text_15 with 1 colors assigned.
[map.cpp:634]: Terrain #16 name = text_16 with 1 colors assigned.
[map.cpp:961]: Region #0 name = region_snoop with 1province assigned.
[map.cpp:961]: Region #1 name = region_seal with 1province assigned.
[map.cpp:961]: Region #2 name = region_soda with 1province assigned.
[map.cpp:961]: Region #3 name = region_dick with 1province assigned.
[map.cpp:1368]: Bounding Box of 0 => (0,0) - (0,0)
[map.cpp:1368]: Bounding Box of 1 => (537,219) - (929,1109)
[map.cpp:1368]: Bounding Box of 2 => (300,161) - (813,974)
[map.cpp:1368]: Bounding Box of 3 => (809,117) - (1264,960)
[map.cpp:1368]: Bounding Box of 4 => (970,546) - (1549,1064)
[map.cpp:1368]: Bounding Box of 5 => (1070,83) - (1709,667)
[map.cpp:1368]: Bounding Box of 6 => (1539,327) - (2006,715)
[map.cpp:1368]: Bounding Box of 7 => (45,162) - (358,786)
[map.cpp:1368]: Bounding Box of 8 => (1642,939) - (2096,1176)
[map.cpp:1368]: Bounding Box of 9 => (1592,20) - (1945,316)
[map.cpp:1368]: Bounding Box of 10 => (1897,138) - (2208,499)
[map.cpp:1368]: Bounding Box of 11 => (2127,434) - (2403,966)
[map.cpp:1368]: Bounding Box of 12 => (1762,1800) - (2870,2048)
[map.cpp:1368]: Bounding Box of 13 => (46,1862) - (218,2007)
[map.cpp:1368]: Bounding Box of 14 => (82,764) - (1461,1781)
[map.cpp:1368]: Bounding Box of 15 => (1404,181) - (1512,261)
[map.cpp:1368]: Bounding Box of 16 => (1343,259) - (1408,332)
[map.cpp:1368]: Bounding Box of 17 => (1351,323) - (1389,350)
[map.cpp:1368]: Bounding Box of 18 => (1306,451) - (2510,1803)
[map.cpp:1368]: Bounding Box of 19 => (934,0) - (2403,622)
[map.cpp:1368]: Bounding Box of 20 => (0,0) - (1028,908)
[map.cpp:1368]: Bounding Box of 21 => (0,1598) - (465,2048)
[map.cpp:1368]: Bounding Box of 22 => (1621,1478) - (3072,2048)
[map.cpp:1532]: Adjacencies for 0 ==> NONE
[map.cpp:1532]: Adjacencies for 1 ==> 3 2 14
[map.cpp:1532]: Adjacencies for 2 ==> 1 20 3 14
[map.cpp:1532]: Adjacencies for 3 ==> 1 2 20 19 5 4 14
[map.cpp:1532]: Adjacencies for 4 ==> 3 6 5 18 14
[map.cpp:1532]: Adjacencies for 5 ==> 3 4 19 15 16 17 6
[map.cpp:1532]: Adjacencies for 6 ==> 4 5 19 18
[map.cpp:1532]: Adjacencies for 7 ==> 20
[map.cpp:1532]: Adjacencies for 8 ==> 18
[map.cpp:1532]: Adjacencies for 9 ==> 19 10
[map.cpp:1532]: Adjacencies for 10 ==> 9 19 11
[map.cpp:1532]: Adjacencies for 11 ==> 10 19 18
[map.cpp:1532]: Adjacencies for 12 ==> 22
[map.cpp:1532]: Adjacencies for 13 ==> 21
[map.cpp:1532]: Adjacencies for 14 ==> 1 2 3 4 20 18 21
[map.cpp:1532]: Adjacencies for 15 ==> 5 19 16
[map.cpp:1532]: Adjacencies for 16 ==> 5 15
[map.cpp:1532]: Adjacencies for 17 ==> 5
[map.cpp:1532]: Adjacencies for 18 ==> 4 6 8 11 14 19 22
[map.cpp:1532]: Adjacencies for 19 ==> 3 5 6 9 10 11 15 18 20
[map.cpp:1532]: Adjacencies for 20 ==> 2 3 7 14 19
[map.cpp:1532]: Adjacencies for 21 ==> 13 14
[map.cpp:1532]: Adjacencies for 22 ==> 12 18
 

arbiterspartan

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What is in your adjacency file(exactly, in code)?

Here you go:


5;9;sea;19;-1;-1;-1;-1;e
6;10;sea;19;-1;-1;-1;-1;
16;17;portage;5;-1;-1;-1;-1;

We also did further tinkering and added some overwrites to the .mod file, since we apparently forgot to overwrite the landed_titles and history to match with our new provinces

replace_path = "common/landed_titles"
replace_path = "history"
replace_path = "history/characters"
replace_path = "history/diplomacy"
replace_path = "history/provinces"
replace_path = "history/titles"
replace_path = "history/wars"
replace_path = "map"
 

JonStryker

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This
Code:
replace_path = "common/landed_titles"
replace_path = "history/characters"
replace_path = "history/diplomacy"
replace_path = "history/provinces"
replace_path = "history/titles"
replace_path = "history/wars"
should be enough
 

rickinator9

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Here you go:


5;9;sea;19;-1;-1;-1;-1;
6;10;sea;19;-1;-1;-1;-1;
16;17;portage;5;-1;-1;-1;-1;
That should probably be
Code:
From;To;Type;Through;-1;-1;-1;-1;Comment
5;9;sea;19;-1;-1;-1;-1;wh
6;10;sea;19;-1;-1;-1;-1;at
16;17;portage;5;-1;-1;-1;-1;ever
-1;-1;;-1;-1;-1;-1;-1;-1
 

JonStryker

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That should probably be
Code:
From;To;Type;Through;-1;-1;-1;-1;Comment
5;9;sea;19;-1;-1;-1;-1;wh
6;10;sea;19;-1;-1;-1;-1;at
16;17;portage;5;-1;-1;-1;-1;ever
-1;-1;;-1;-1;-1;-1;-1;-1
I guess he just omitted the title line. The last one you posted (-1;-1;...) is not needed. Trailing comments aren't needed as well ("wh", "at", "ever").
I'd just delete anything after the title line to rule adjacencies out as the source of the problem.
 

arbiterspartan

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Ah, sorry for the confusion guys, but he just omitted the comments since they had names of friends in them.

Is there anything else that could cause this? We've run our provinces.bmp file through the map checker, and that came up fine. But perhaps it's one of the other .bmps? We are just unsure where to look.
 

CrackdToothGrin

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Ah, sorry for the confusion guys, but he just omitted the comments since they had names of friends in them.

Is there anything else that could cause this? We've run our provinces.bmp file through the map checker, and that came up fine. But perhaps it's one of the other .bmps? We are just unsure where to look.

Try terrain. The terrain.bmp file contains 16 actual indexed colors, of which 2 are not used. However, the default index also contains an additional 54 color slots from black to white for a total of 70 slots. If you have a single gray or black pixel that is not one of the defined colors for the terrain type, it can crash on calculating paths. (Found this out the hard way).

What you can do to find out is to open your terrain.bmp, and then open a new blank file at the same size. Paste the terrain into the new file, making sure you are in RGB mode instead of indexed. Use the magic wand or selection tools, turn off anti-alias, and make sure you are selecting the total color, not just the contiguous section (Tick off "Contiguous" if you are using photoshop when using the wand).

Then, simply select the main colors, one at a time, deleting them all. What you should be left with is a blank map, with only the stray pixels remaining. Then, use the wand on an empty spot. It should select all the empty space. Then, invert your selection, which should allow you to select just the stray pixels. Once that is done, you can see where you need to fix your terrain.bmp. If the pixels are hard to see, go up into your selection menu and expand the selection a few pixels so that way you can see where the strays are. Every stray pixel, and all the colors that come before it in the index, need to have an accompanying slot in terrain.txt. If you don't do this: It will crash. So find your strays and fix them.
 

arbiterspartan

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Every stray pixel, and all the colors that come before it in the index, need to have an accompanying slot in terrain.txt. If you don't do this: It will crash. So find your strays and fix them.

Okay, this is a bit confusing but, it seems like the colors in the vanilla terrain.bmp don't match up with the color codes in terrain.txt? I've been using the indexed colors based on the bmp, but perhaps I should be basing them on the colors listen in the txt file instead? Or should I make a new txt file that matches with the colors from the vanilla bmp?
 

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Okay, this is a bit confusing but, it seems like the colors in the vanilla terrain.bmp don't match up with the color codes in terrain.txt? I've been using the indexed colors based on the bmp, but perhaps I should be basing them on the colors listen in the txt file instead? Or should I make a new txt file that matches with the colors from the vanilla bmp?

I'd not mess with the terrain.txt at all (only if you want to add your own custom terrain types).
 

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Okay, this is a bit confusing but, it seems like the colors in the vanilla terrain.bmp don't match up with the color codes in terrain.txt? I've been using the indexed colors based on the bmp, but perhaps I should be basing them on the colors listen in the txt file instead? Or should I make a new txt file that matches with the colors from the vanilla bmp?

Color codes in terrain.txt are irrelevant for the actual map. Use the index. All I was saying is that you likely have a stray pixel or two in some kind of gray color somewhere on the map. If you pasted into the terrain.bmp, the remaining 54 colors that are not used might have popped up in one or two of the pixels. Feel free to send me the .bmp and I can look for you, since it will take me all of five minutes to find it.