Daiwilletti
Charter Member
The settings in the stock Fortress Europa.xml campaign file influences gameplay in missions and campaign missions. The Fortress Europa.xml is specified in the game.xml file in the root of the install, for SingleMissionCampaigns or somesuch.
Anyway, those paying attention will remember that my coastal spawns rely on the presence of the grid established in the default Fortress Europa.xml file (56 x 56 squares), and the landclass "coastal" which is given to some of the squares.
I checked how many of the squares (actually "cells") are labelled "coastal" in the stock xml file, and it wasn't that many. I think that is the reason why coastal shipping is not everywhere after you've installed the coastal shipping addon.
Then I had a bright idea, and thought that if I create a finer grid, then the coastal cells can align more closely to the physical coastline. So I tried to set up a grid of 120 x 120 and got an error message saying that the maximum CFS3 can handle is 100 x 100 grid mesh.
So I'm a fair way into setting up a 97 x 97 cell grid pattern in the Fortress Europa.xml. The most time consuming aspect is having to give each cell a landclass entry (water, river, open, coastal, etc). Thats over 9,400 entries, folks!
But it offers a network of cells closely following the coastline, so hopefully my coastal shipping will spawn more regularly, and closer to the coast. A pretty mind-numbing exercise.
But then I had another idea. What if I set up a landclass sub-type called "Shipping Lane"? That would free up installs from being reliant upon shipping lane vector data for their ship spawns. I see WOTR is trying to do something similar by setting up "shipping lane" facilities which are included in the global layer. I think the way I'm going to try has advantages - such as not requiring global layer entries, hopefully.
Anyway, once the grid is fully populated it's finer grain will offer a more detailed set of landclass entries for the grid. These landclass entries are not to be confused with the .lcf file and the landclasses.xml. In the campaign xml, landclasses are simply there to influence the die roll for the frontline to progress. When the frontline encounters a river landclass, for example, it takes a lot more effort to advance the frontline - or mountains, or swamp etc. All that is set out at the end of the campaign.xml file (usually Fortress Europa.xml). The second thing that the landclass entries do in the campaign file, is to influence spawning events that are tied to a landclass - that is how my coastal shipping spawn file set works. So these functions are quite different from the .lcf file and landclasses.xml file which influence what ground tiles/textures appear.
All good? Great
Anyway, those paying attention will remember that my coastal spawns rely on the presence of the grid established in the default Fortress Europa.xml file (56 x 56 squares), and the landclass "coastal" which is given to some of the squares.
I checked how many of the squares (actually "cells") are labelled "coastal" in the stock xml file, and it wasn't that many. I think that is the reason why coastal shipping is not everywhere after you've installed the coastal shipping addon.
Then I had a bright idea, and thought that if I create a finer grid, then the coastal cells can align more closely to the physical coastline. So I tried to set up a grid of 120 x 120 and got an error message saying that the maximum CFS3 can handle is 100 x 100 grid mesh.
So I'm a fair way into setting up a 97 x 97 cell grid pattern in the Fortress Europa.xml. The most time consuming aspect is having to give each cell a landclass entry (water, river, open, coastal, etc). Thats over 9,400 entries, folks!
But it offers a network of cells closely following the coastline, so hopefully my coastal shipping will spawn more regularly, and closer to the coast. A pretty mind-numbing exercise.
But then I had another idea. What if I set up a landclass sub-type called "Shipping Lane"? That would free up installs from being reliant upon shipping lane vector data for their ship spawns. I see WOTR is trying to do something similar by setting up "shipping lane" facilities which are included in the global layer. I think the way I'm going to try has advantages - such as not requiring global layer entries, hopefully.
Anyway, once the grid is fully populated it's finer grain will offer a more detailed set of landclass entries for the grid. These landclass entries are not to be confused with the .lcf file and the landclasses.xml. In the campaign xml, landclasses are simply there to influence the die roll for the frontline to progress. When the frontline encounters a river landclass, for example, it takes a lot more effort to advance the frontline - or mountains, or swamp etc. All that is set out at the end of the campaign.xml file (usually Fortress Europa.xml). The second thing that the landclass entries do in the campaign file, is to influence spawning events that are tied to a landclass - that is how my coastal shipping spawn file set works. So these functions are quite different from the .lcf file and landclasses.xml file which influence what ground tiles/textures appear.
All good? Great