Leo2A5 Map Generator T90

Late Fall Terrain with bare trees , yellow crop fields and grey rough. This is a fully auto-generated map. No editing has been done.


GENERAL POINTS

The random Map generator lets you utilise all the various random map generation variables we use to create random maps in the code to experiment with rolling your own randomised maps.

The map Generator takes its basic settings from the Scenario Map Editor, such as type of map (Winter, Summer etc) and type of trees (Jungle or normal), as well as whether or not to use paddy fields.

As well, the Map Generator will pick up whatever batloc ( Battle Location ) map variables of either :

a] the default maps for the two opponents you have set in the editor based on month and year

or

b] the terrain values of the batloc number you enter using the "," comma key

When you enter 500 and the Map Generator appears you will see most of the numbers we use to generate a random map. Some of the numbers we use in the code can be modified by you in the editor.

The seasons are one example. Those can be adjusted in the editor before going into the Generator. If you enter map ID 119 as Summer in June it will pick up all the appropriate terrain features for a summer map in June. If you tried that same batloc number with the controls set to Winter in June you'll get a winter style map and the terrain tiles will be carried into the Generator so it is very important you familiarize yourself with all the new terrain features in the editor before doing too much with the Generator.

Terrain can change quite a lot now from month to month even with the same "season" selected. Try starting in January with the "season" set to Summer then try it through every month of the year with Batloc 119. Now try the same batloc 119 with the season set to Winter and see how the maps change as you select successive months. Once you familiarize yourself with these changes understanding why the generator does what it does will be easier.

NB#1 - On returning to the editor, some random map variables will be overwritten, so if you used , for example, SP Camo Map ID 44, went in here and then exited - use the comma key and 44 to ensure that the correct vars for 44 are reloaded if you want to continue using that ID for random maps in that editor session.

NB#2 - There are many variables set into the code so that maps are not always generated the same over and over. An example of this are streams. Just because you enter a high number of streams in the Map Generator does NOT mean you will always get even one and if you enter a really high number what you will get will be a lot of swamps as streams and swamps are linked in the code

KEYS

Help - Got you here! (? Key).

Zoom in/Out - Zoom map in or out (+ or - Keys).

Save Map - Save your map to a disk file (Hot key s).

Generate Key - create a new Random Map using the current variables (Hot key is g).

Quit Key - Return to the Scenario Map Editor (Hot key q or ESC).

Hot Key "." - Toggles hex display on or off.

 

VARIABLES

Urbanisation

This controls both the road network AND the buildings made on the map.

0 - No roads or buildings (possible small village).

1 - Single earth road, some buildings.

2 - Several earth roads, more buildings.

3 - One paved left-Right road, and secondary Earth roads.

4 - Produces more villages especially at road crossings.

5 - Produces a town placed on the Left-Right Paved Road. A town is a few small city grids.

6 - 8 City.

9+- City starts to use more Government type Buildings.

NB- This control is handy if you have an auto generated map that you like but you don't like the way the roads or towns are set down. All you need to do is select the batloc you like in the editor using the , ( comma ) key then hit the , ( comma ) key once again but this time select the editor using 500. The map variables that created the map you like will all be in place. All you need to do to remove the road and town net from that map by setting "Urbanisation" to zero and when you regenerate that map the roads will be removed. Press the black up arrow button and you will be returned to the editor and you can add whatever road/town net you prefer by hand

Hill Density

This variable determines the basic number of hills built. 0 means dead flat. Very large numbers can cause a long delay with a slow computer but can also create interesting maps as the hills try to merge into one another

Streams/Marsh

This number determines how wet the map is. It controls number of streams, marshland, and lakes. As this number increases, these will do so too. NOTE: The controls here affect map swamps and lakes that are attached to streams. The other Marsh and Lake controls affect stand alone lakes and Marshes

Max Hill Height

Determines the maximum Hill Height on the map. 0 will be flat, max is 15.

Hill Base Size

This number (Which cannot be <1) determines the basic base size of the hills made. 1 produces very sharply rising hills, larger numbers produce broader flatter hills. Very large numbers can cause delays with slow computers.

Tree Density

Controls the forestation level of the map. Produces both forests and tree-lines. 0 Means no forestation, larger numbers produce more forest.

Orchard Density

Controls the number of orchards produced. 0 is no orchards.

Grass Density

This controls how many grassy parts are laid on the map. Large numbers will tend to produce more grassy fields, if fields are not 0. We recommend you experiment with this control and the fields controls as they are linked

Rough Density

This number controls how much rough terrain is laid on the map, both on flat areas and also on higher hills (>level 2 or 3).

Field Density

This controls the number of fields which will be built. Fields can be grass, paddy, tilled, large patches of soft sand etc, Depending on map type. A high grass level number coupled to a high field level number will tend to produce more grass fields than planted. Entering 0 means a low field count, not none. NB - Note that SP Camo location ID 240 (used for e.g. Falklands and WW1 Western Front maps) will NEVER generate fields!. It is a special flattish map for such special wastelands which the field making code returns from without action.

Mud Density

This variable controls the building of mud patches and strips of mud on the map. Generally, only small numbers need be used here unless you want a very difficult map.

River Trees, River Marsh, River Mud, & River Rough

These control the building of edging trees, rough, mud or marsh alongside rivers. Generally, only very small numbers will be needed here, 1 is approximately a 1 percent chance of say a tree being planted in a riverside hex. NB - River Rough also controls whether or not WADIS are built INSTEAD OF Streams. If River Rough is >100 AND the Wide River and Beach variables are NOT set (as we do not want any giant wadis or landing barges stuck on rocks :-)!! - 101 will give a 1 percent chance of a wadi being built instead of a river (if present) by the Wadi routine. If the Wadi routine is called, all rivers are converted to rough, and edged with rough as well, to produce a dried-out riverbed.

Road Code

This is a road-building modifier flag. It is usually set to 0 for no effect.

0 - No effect.

1 - Bocage edge roads, IF on lower hill heights.

2 - Edge Paved roads with trees only.

3 - As 2, but rough terrain is placed under the tress as well.

4 - As 2, but does Earth roads as well.

5 - As 3, But includes Earth roads as well.

255 - A special override, which ensures that action 0 is done, overriding internal map generator codes.

Terrain Mod Code

0 - No modifications

1 - Bocage edging round fields

2 - Paddy Bunds (Banked Edges) around paddy fields

3 - Edge all fields with trees

4 - All fields are earth banked edges, with trees

5 - Paved roads raised on embankments, sometimes earth roads as well, Occasional edging of fields with trees (primarily for Holland Maps)

6 - Used for Sicily, Italy, Europe. Occasionally apply edged fields to the map.

7 - WW1 or Stalingrad type shell-damaged map. Add many shell holes, blow all bridges etc.

Lakes Mod Code

Zero is no lakes. A higher number gives bigger lakes

Marsh Mod Code

Zero is no marshes. A higher number gives bigger marshes


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