Some things in the RMS engine for DE have changed and will affect what some map-makers are used to. I've come up with some notes based what I've found out so far. If anyone else has knowledge and wants to contribute, feel free.
Things that are in Userpatch that are different in DE:
Documentation Provided by Forgotten Empires
Things that are in Userpatch that are different in DE:
- Map generation in the scenario editor bugged-if you generate a map that contains direct_placement for example, which doesn’t work, all map generations after that will be bugged unless you restart the game. Sometimes player locations are messed up, like this 8 player Arabia map
- Sometimes nothing generates at all. The below image is me trying to generate a 4v4 team islands map:
- Can’t set up teams in the scenario editor-With Userpatch, setting the diplomacy in the scenario editor appropriately and setting the global victory to conquest will set teams properly. This is not the case in DE. Even when a 8 player team islands map generates, it generates 8 individual islands instead of 2 large islands.
- Direct placement doesn’t work-only works for assigning to player, which is not useful in team game settings
- UP effects don’t work
- UP checks don’t work
- RANDOM_MAP
- TURBO_RANDOM_MAP
- KING_OT_HILL
- WONDER_RACE
- DEFEND_WONDER
- CAPTURE_RELICS
- [1-8]_PLAYER_GAME
- [0-4]_TEAM_GAME
- UP_AVAILABLE
- UP_EXTENSION
- Elevation doesn’t scale the same way-particularly noticeable when trying to cover a large section of the map with elevation. In Userpatch, a create_elevation statement with 10k tiles was enough to cover this entire map, but in DE it doesn't seem to even cover half the map.
- In DE, I had to scale it up to 100k tiles in order for the map to work the way it should. I notice also on maps where elevation is sparsely distributed that larger maps seem to have much less elevation in DE than they do in Userpatch.
- Base elevation can’t be applied to land with terrain type: ice, beach, beach ice, shallow, water (any type). A lot of the time it's not difficult to work around this limitation by using a different terrain type in the land generation section, then covering it with the terrain you need in terrain generation. That's how I handled a lot of my maps that had this issue without any trouble, though I imagine there could be a situation in which you'd want to restrict cliff placement with one of these terrains and it could cause problems.
- Teammates can’t share walls. In Userpatch, having a walled map with teammates close together would encompass the team in the same set of walls. This is not the case in DE
- Can’t place TCs on restricted terrain. In the original game, you could put a TC for players when the base terrain was beach, shallow, ice, etc. This is not the case in DE.
- AIs cannot capture gaia objects. Some maps contain gaia objects, and if AIs are involved it's important that they can capture these objects. Userpatch allows this for standard games, DE doesn't.
- Beach and Beach Ice are no longer restricted terrains for placing boars-weird change considering that those terrains are still restricted for placing deer.
Documentation Provided by Forgotten Empires
- Circle placement-documentation says that normal borders (top, bottom, right left) do not work when circle placement is used, but this is not true. First picture no borders, 2nd picture same map with 5% all borders. Border fuzziness should be specified when using circle placement. Keep in mind that if normal borders are defined, that border fuzziness affects both the variation in circular placement and the degree to which normal borders are respected. Border fuzziness works inversely with these two factors, meaning that low values for border fuzziness make for more constrained circular placement, whereas low values for border fuzziness make for less constrained normal borders.
- Terrain masking-When blending terrains with different properties, the terrain will take the properties of the base terrain, the terrain underneath.
- Avoiding forest zone-when dealing with sparse forest like Baobab, objects only avoid the tree objects, not the underlying forest terrain.
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