updating tile yields on a map?

Is there a simple way to update tile yields on an existing map? Maybe from within the cartographer map editor in game? I cannot figure out how if there is.

To elaborate, I tried to setup a TSL Anthys that has a larger supply of shards/crystals available near capitals. I noticed that when I place a shard adjacent to what is intended to be starting location for a faction, the essence yield does not change. So, I figure there must be roundabout way of modifying the tile yields.

I found this mess in the xml file:

Code: xml
  1. <!--TERRAIN TILE DATA-->
  2. <TileData>231,1,0,0.000000,0,16,-1</TileData>
  3. <TileData>1,2,0,184.566635,0,9,-1</TileData>
  4. <TileData>190,1,0,0.000000,0,16,-1</TileData>
  5. <TileData>1,2,0,127.231667,0,9,-1</TileData>
  6. <TileData>1,2,0,169.728546,0,9,-1</TileData>
  7. <TileData>1,2,0,145.563065,0,9,-1</TileData>
  8. <TileData>188,1,0,0.000000,0,16,-1</TileData>
  9. <TileData>1,2,0,144.981842,0,9,-1</TileData>
  10. <TileData>1,2,0,175.221405,0,9,-1</TileData>
  11. <TileData>1,2,0,150.762360,0,9,-1</TileData>
  12. <TileData>1,2,0,185.900330,0,9,-1</TileData>
  13. <TileData>1,2,0,251.224243,0,9,-1</TileData>
  14. <TileData>1,2,0,169.623398,0,9,-1</TileData>
  15. <TileData>187,1,0,0.000000,0,16,-1</TileData>
  16. <TileData>1,2,0,148.602097,0,9,-1</TileData>
  17. <TileData>1,2,0,255.000000,0,9,-1</TileData>
  18. <TileData>1,2,0,146.586655,0,9,-1</TileData>
  19. <TileData>1,2,0,137.939697,0,9,-1</TileData>
  20. <TileData>1,2,0,159.139526,0,9,-1</TileData>
  21. <TileData>1,2,0,178.006531,0,9,-1</TileData>
  22. <TileData>186,1,0,0.000000,0,16,-1</TileData>
  23. <TileData>1,2,0,171.601151,0,9,-1</TileData>
  24. <TileData>1,2,0,183.908051,0,9,-1</TileData>
  25. <TileData>1,2,0,174.557175,0,9,-1</TileData>
  26. <TileData>2,1,0,0.000000,0,16,-1</TileData>
  27. <TileData>1,2,0,181.981873,0,9,-1</TileData>
  28. <TileData>187,1,0,0.000000,0,16,-1</TileData>
  29. <TileData>1,2,0,130.431381,0,9,-1</TileData>
  30. <TileData>6,1,0,0.000000,0,16,-1</TileData>
  31. <TileData>1,2,0,130.137787,0,9,-1</TileData>
  32. <TileData>191,1,0,0.000000,0,16,-1</TileData>
  33. <TileData>1,2,0,167.617874,0,9,-1</TileData>
  34. <TileData>1,2,0,182.600784,0,9,-1</TileData>
  35. <TileData>4,1,0,0.000000,0,16,-1</TileData>
  36. <TileData>1,2,0,110.000000,0,9,-1</TileData>
  37. <TileData>185,1,0,0.000000,0,16,-1</TileData>
  38. <TileData>1,2,0,161.902832,0,9,-1</TileData>
  39. <TileData>1,2,0,155.795013,0,9,-1</TileData>
  40. <TileData>1,2,0,177.984711,0,9,-1</TileData>
  41. <TileData>2,1,0,0.000000,0,16,-1</TileData>
  42. <TileData>1,2,0,162.500000,0,9,-1</TileData>
  43. <TileData>1,2,0,110.000000,0,9,-1</TileData>
  44. <TileData>186,1,0,0.000000,0,16,-1</TileData>
  45. <TileData>1,2,0,152.829376,0,9,-1</TileData>
  46. <TileData>1,2,0,130.022736,0,9,-1</TileData>
  47. <TileData>1,2,0,121.576584,0,9,-1</TileData>
  48. <TileData>1,2,0,150.685593,0,9,-1</TileData>
  49. <TileData>1,2,0,155.000000,0,9,-1</TileData>
  50. <TileData>1,2,0,138.804245,0,9,-1</TileData>
  51. <TileData>186,1,0,0.000000,0,16,-1</TileData>
  52. <TileData>1,2,0,169.561905,0,9,-1</TileData>
  53. <TileData>1,2,0,126.702019,0,9,-1</TileData>
  54. <TileData>1,2,0,119.795982,0,9,-1</TileData>
  55. <TileData>1,2,0,136.822876,0,9,-1</TileData>
  56. <TileData>1,2,0,127.784660,0,9,-1</TileData>
  57. <TileData>1,2,0,137.404099,0,9,-1</TileData>
  58. <TileData>1,2,0,133.238312,0,9,-1</TileData>
  59. <TileData>186,1,0,0.000000,0,16,-1</TileData>
  60. <TileData>1,2,0,171.793579,0,9,-1</TileData>
  61. <TileData>1,2,0,111.801964,0,9,-1</TileData>
  62. <TileData>1,2,0,169.561905,0,9,-1</TileData>
  63. <TileData>1,2,0,126.702019,0,9,-1</TileData>
  64. <TileData>1,2,0,111.563766,0,9,-1</TileData>
  65. <TileData>1,2,0,139.286636,0,9,-1</TileData>
  66. <TileData>186,1,0,0.000000,0,16,-1</TileData>
  67. <TileData>1,2,0,86.025269,0,10,-1</TileData>
  68. <TileData>1,2,0,172.500000,0,9,-1</TileData>
  69. <TileData>1,2,0,115.908997,0,9,-1</TileData>
  70. <TileData>1,2,0,155.691864,0,9,-1</TileData>
  71. <TileData>1,2,0,137.830597,0,9,-1</TileData>
  72. <TileData>1,2,0,167.617874,0,9,-1</TileData>
  73. <TileData>184,1,0,0.000000,0,16,-1</TileData>
  74. <TileData>1,5,0,0.000000,0,13,-1</TileData>
  75. <TileData>1,1,0,0.000000,0,16,-1</TileData>
  76. <TileData>1,2,0,165.000000,0,9,-1</TileData>
  77. <TileData>1,2,0,93.090302,0,10,-1</TileData>
  78. <TileData>1,2,0,78.748131,0,10,-1</TileData>
  79. <TileData>1,2,0,90.226143,0,10,-1</TileData>
  80. <TileData>1,2,0,121.109802,0,9,-1</TileData>
  81. <TileData>1,2,0,161.250000,0,9,-1</TileData>
  82. <TileData>1,2,0,132.282181,0,9,-1</TileData>
  83. <TileData>178,1,0,0.000000,0,16,-1</TileData>
  84. <TileData>3,5,0,0.000000,0,13,-1</TileData>
  85. <TileData>1,1,0,0.000000,0,16,-1</TileData>
  86. <TileData>2,5,0,0.000000,0,13,-1</TileData>
  87. <TileData>1,2,0,91.183662,0,10,0</TileData>
  88. <TileData>1,2,0,170.143936,0,9,0</TileData>
  89. <TileData>1,2,0,81.006500,0,10,-1</TileData>
  90. <TileData>2,0,0,50.000000,0,0,-1</TileData>
  91. <TileData>1,2,0,89.317451,0,10,-1</TileData>
  92. <TileData>1,2,0,124.985046,0,9,-1</TileData>
  93. <TileData>1,2,0,138.933990,0,9,-1</TileData>
  94. <TileData>1,2,0,151.690720,0,9,-1</TileData>
  95. <TileData>173,1,0,0.000000,0,16,-1</TileData>
  96. <TileData>1,5,0,0.000000,0,13,-1</TileData>
  97. <TileData>1,4,0,52.688683,0,12,-1</TileData>
  98. <TileData>1,4,0,52.926723,0,12,-1</TileData>
  99. <TileData>1,4,0,54.611805,0,12,-1</TileData>
  100. <TileData>1,5,0,0.000000,0,13,-1</TileData>
  101. <TileData>1,0,0,69.773552,0,1,-1</TileData>
  102. <TileData>3,5,0,0.000000,0,13,-1</TileData>
  103. <TileData>1,0,0,50.000000,0,0,0</TileData>
  104. <TileData>1,2,0,84.485611,0,10,-1</TileData>
  105. <TileData>1,2,0,83.630325,0,10,-1</TileData>
  106. <TileData>1,2,0,88.636887,0,10,0</TileData>
  107. <TileData>2,0,0,50.000000,0,0,-1</TileData>
  108. <TileData>1,2,0,90.433670,0,10,-1</TileData>
  109. <TileData>1,2,0,132.192902,0,9,-1</TileData>
  110. <TileData>1,2,0,175.691544,0,9,-1</TileData>
  111. <TileData>1,2,0,156.281021,0,9,-1</TileData>
  112. <TileData>172,1,0,0.000000,0,16,-1</TileData>
  113. <TileData>2,5,0,0.000000,0,13,-1</TileData>
  114. <TileData>1,0,0,50.000000,0,0,-1</TileData>
  115. <TileData>1,0,0,63.418377,0,5,-1</TileData>
  116. <TileData>1,0,0,53.569752,0,5,-1</TileData>
  117. <TileData>1,0,0,55.810112,0,5,-1</TileData>
  118. <TileData>1,0,0,57.740105,0,5,-1</TileData>
  119. <TileData>1,0,0,53.599964,0,5,-1</TileData>
  120. <TileData>1,0,0,50.000000,0,14,5</TileData>
  121. <TileData>1,0,0,69.390244,0,1,-1</TileData>
  122. <TileData>1,0,0,50.000000,0,0,0</TileData>
  123. <TileData>5,0,0,50.000000,0,0,-1</TileData>
  124. etc...

 

Do I have to have to manually change the above data lines that correspond to the individual tile? If so, what is what?

7,312 views 3 replies
Reply #1 Top

You will most likely need to write a program to read that map data. The cartographer is the best bet you have:

Tile yield is based off of 9 tiles. The center tile yield is that value added to all the other yields from the 8 other tiles. To change the yields you need to change the terrain from the other tile yields around the point you wish to change. You could also change the values of the individual yields of the particular tile types in the TerrainTypes.xml.

I'll dig a little deeper to see if it is possible to change the particular yield through other means, but as of right now I don't know of a particular way, without you making your own terrain type and placing it where you would like to see the bigger yield numbers.

Reply #2 Top

Thanks, I appreciate the response. I have found that we are at least able to assign essence yield in cartographer through the tile mod option. I think I'll just go that route for the time being, as essence yield was really the main item I wanted to change.

Not that it wouldn't be nice to have the map accurately model the tile yields based off of the newly placed resources.

Reply #3 Top

Ah good to know... for your curiosity above in the tile map data. The first number is the number of tiles in the row with the same exact features listed in the follow up numbers. I wrote an editor that reads that data and makes a map you can see from it, in essence to fix the river data as that is the only failing point I find with the cartographer... the inability to make appropriate rivers.