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We need access to the blockmap to be able to tell whether a building can be placed at a specific position on the map.
Possible candidates
BYTE **blockmap = S4_Main.exe + 0x11630E8;
A possible blockmap is defined as: BYTE **blockmap = S4_Main.exe + 0x11630E8;
The precise meaning of the bits in each field is unknown.
It is known that there is a road-spawn-counter. If a settler walks on grass this counter is increased and if a certain threshold is reached a dirt road or cobble road is spawned.
Objects such as piles or shapes of buildings (including mines) are somehow represented in this map although they do not necessary contribute to road creation
Sea (positions where ships can move) or any non-buildable terrain types do not seem to be represented in this map
Settlers do not seem to be represented in this map (i.e. no repelling map)
Cobbled or Dirt Road tiles that were created using the map editor seem to be represented
The repelling masks of buildings is represented ?
A visual representation (heatmap) of the map:
WORD **blockmap = S4_Main.exe + 0x11630D0;
A possible blockmap is defined as: WORD **blockmap = S4_Main.exe + 0x11630D0;
Sea and Land is represented (including coast)
Spots that are occupied by buildings (including mines) are represented
No piles, settlers or other objects seem to be represented on this map
A visual representation of the map (Test_Trojan map):
BYTE **blockmap = S4_Main.exe + 0x11630D8;
A possible blockmap is defined as: BYTE **blockmap = S4_Main.exe + 0x11630D8;
Objects like trees or CStones are represented with a large blob
Spots occupied by buildings are represented
Spots owned by a player are represented
No Piles or Settlers are represented
A visual representation of the map (Test_Trojan map):
WORD **blockmap = S4_Main.exe + 0x11630E0;
A possible blockmap is defined as: WORD **blockmap = S4_Main.exe + 0x11630E0;
Goods, Trees and CStone Objects are represented at a single position
Maps probably coordinates to entity id
Other Remarks
The game uses probably the function at S4_Main.exe + 0x2483F0 for calculating building places with a DynList. Thanks to @oberstrike for this info.
The text was updated successfully, but these errors were encountered:
We need access to the blockmap to be able to tell whether a building can be placed at a specific position on the map.
Possible candidates
BYTE **blockmap = S4_Main.exe + 0x11630E8;
BYTE **blockmap = S4_Main.exe + 0x11630E8;
A visual representation (heatmap) of the map:
WORD **blockmap = S4_Main.exe + 0x11630D0;
WORD **blockmap = S4_Main.exe + 0x11630D0;
A visual representation of the map (Test_Trojan map):
BYTE **blockmap = S4_Main.exe + 0x11630D8;
BYTE **blockmap = S4_Main.exe + 0x11630D8;
A visual representation of the map (Test_Trojan map):
WORD **blockmap = S4_Main.exe + 0x11630E0;
WORD **blockmap = S4_Main.exe + 0x11630E0;
Other Remarks
The game uses probably the function at
S4_Main.exe + 0x2483F0
for calculating building places with a DynList. Thanks to @oberstrike for this info.The text was updated successfully, but these errors were encountered: