Songs of Syx

Songs of Syx

Big World
42 kommentarer
Templar Fry 10. apr. kl. 13:32 
@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  [ophavsmand] 31. jan. kl. 13:49 
I'm currently too burned out from work, sorry =(
Maixaips 31. jan. kl. 7:01 
Please update
SkyFireTheMighty 19. dec. 2024 kl. 11:46 
It works on templates too actually, still removes mountains. maybe it removes other terrain too.
SkyFireTheMighty 19. dec. 2024 kl. 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 9. dec. 2024 kl. 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 7. dec. 2024 kl. 15:21 
V67-this causes vanilla map templates to be different and does not work properly for me
Darenkel 30. nov. 2024 kl. 11:16 
I just copied the content of the v67 folder into a new v66 folder and it seems to work ok.
ksinon3 3. nov. 2024 kl. 23:25 
Need for V66, plz!!!
[P18] Kawasaki 3. nov. 2024 kl. 10:13 
Can you use it for V66 somehow?
Melganor 29. okt. 2024 kl. 7:47 
Water world galore!
charon 26. okt. 2024 kl. 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 10. okt. 2024 kl. 14:13 
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 9. okt. 2024 kl. 13:45 
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 9. okt. 2024 kl. 13:05 
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 6. okt. 2024 kl. 13:44 
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 6. okt. 2024 kl. 13:43 
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  [ophavsmand] 6. okt. 2024 kl. 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 5. okt. 2024 kl. 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 5. okt. 2024 kl. 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 5. okt. 2024 kl. 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 25. sep. 2024 kl. 21:34 
@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  [ophavsmand] 25. sep. 2024 kl. 17:21 
@Leaf
You are on V67 of the game?
Leaf 25. sep. 2024 kl. 17:11 
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 16. sep. 2024 kl. 10:58 
king
Arg0n  [ophavsmand] 16. sep. 2024 kl. 10:53 
@Gearzix
Updated :x
Gearzix 16. sep. 2024 kl. 10:36 
V67?
Arg0n  [ophavsmand] 8. jan. 2024 kl. 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 8. jan. 2024 kl. 4:13 
work for v65?
DrinkEnemyBlood 29. nov. 2023 kl. 16:14 
I see, thank you for your response and of course valuable mod.
Arg0n  [ophavsmand] 29. nov. 2023 kl. 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 28. nov. 2023 kl. 15:51 
How does this differ from Hellatze's version?
Arg0n  [ophavsmand] 18. nov. 2023 kl. 6:43 
@Jargon
Glad that you could solve it... kinda... ^^
CordialVillain 17. nov. 2023 kl. 18:42 
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  [ophavsmand] 7. nov. 2023 kl. 14:08 
<3
St. Antraeus 7. nov. 2023 kl. 14:00 
hellatze and Arg0n are my heroes. I love their mods.
Davi 3. nov. 2023 kl. 14:46 
I'm stealing 'his' mod too D: oh no
Mr Blue 3. nov. 2023 kl. 2:40 
ok
Arg0n  [ophavsmand] 3. nov. 2023 kl. 2:28 
I've added a link to your mod =D
Arg0n  [ophavsmand] 3. nov. 2023 kl. 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 3. nov. 2023 kl. 1:38 
this is stealing my mod i already make it
Savxc1 31. okt. 2023 kl. 12:32 
Great Idea can establish possibly easier