Songs of Syx

Songs of Syx

Big World
42 Comments
Templar Fry 10 Apr @ 1:32pm 
@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  [author] 31 Jan @ 1:49pm 
I'm currently too burned out from work, sorry =(
Maixaips 31 Jan @ 7:01am 
Please update
SkyFireTheMighty 19 Dec, 2024 @ 11:46am 
It works on templates too actually, still removes mountains. maybe it removes other terrain too.
SkyFireTheMighty 19 Dec, 2024 @ 11:30am 
@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 9 Dec, 2024 @ 3:51am 
@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 7 Dec, 2024 @ 3:21pm 
V67-this causes vanilla map templates to be different and does not work properly for me
Darenkel 30 Nov, 2024 @ 11:16am 
I just copied the content of the v67 folder into a new v66 folder and it seems to work ok.
ksinon3 3 Nov, 2024 @ 11:25pm 
Need for V66, plz!!!
[P18] Kawasaki 3 Nov, 2024 @ 10:13am 
Can you use it for V66 somehow?
Melganor 29 Oct, 2024 @ 7:47am 
Water world galore!
charon 26 Oct, 2024 @ 10:31am 
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 10 Oct, 2024 @ 2:13pm 
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 9 Oct, 2024 @ 1:45pm 
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 9 Oct, 2024 @ 1:05pm 
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 6 Oct, 2024 @ 1:44pm 
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 6 Oct, 2024 @ 1:43pm 
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  [author] 6 Oct, 2024 @ 9:26am 
@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 5 Oct, 2024 @ 10:25am 
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 5 Oct, 2024 @ 10:07am 
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 5 Oct, 2024 @ 10:06am 
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 25 Sep, 2024 @ 9:34pm 
@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  [author] 25 Sep, 2024 @ 5:21pm 
@Leaf
You are on V67 of the game?
Leaf 25 Sep, 2024 @ 5:11pm 
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 16 Sep, 2024 @ 10:58am 
king
Arg0n  [author] 16 Sep, 2024 @ 10:53am 
@Gearzix
Updated :x
Gearzix 16 Sep, 2024 @ 10:36am 
V67?
Arg0n  [author] 8 Jan, 2024 @ 8:55am 
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 8 Jan, 2024 @ 4:13am 
work for v65?
DrinkEnemyBlood 29 Nov, 2023 @ 4:14pm 
I see, thank you for your response and of course valuable mod.
Arg0n  [author] 29 Nov, 2023 @ 10:28am 
@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 28 Nov, 2023 @ 3:51pm 
How does this differ from Hellatze's version?
Arg0n  [author] 18 Nov, 2023 @ 6:43am 
@Jargon
Glad that you could solve it... kinda... ^^
CordialVillain 17 Nov, 2023 @ 6:42pm 
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  [author] 7 Nov, 2023 @ 2:08pm 
<3
St. Antraeus 7 Nov, 2023 @ 2:00pm 
hellatze and Arg0n are my heroes. I love their mods.
Davi 3 Nov, 2023 @ 2:46pm 
I'm stealing 'his' mod too D: oh no
Mr Blue 3 Nov, 2023 @ 2:40am 
ok
Arg0n  [author] 3 Nov, 2023 @ 2:28am 
I've added a link to your mod =D
Arg0n  [author] 3 Nov, 2023 @ 2:08am 
@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 3 Nov, 2023 @ 1:38am 
this is stealing my mod i already make it
Savxc1 31 Oct, 2023 @ 12:32pm 
Great Idea can establish possibly easier