Changing Map Size
Assuming you want to increase the mapsize, I doubt anyone would want to make it smaller than it already is.
We'll go with an increase in the example ( 640 -> 720 ) and calling it "Carlos Size"
1. data\scripts\dmscript.global
Line 48 : Adjust following values
gc_idlegrid_mapwidth = 720;
gc_idlegrid_mapheight = 720;
gc_idlegrid_countx = 900;//gc_idlegrid_mapwidth*1.25;
gc_idlegrid_county = 900;//gc_idlegrid_mapheight*1.25;
gc_scangrid_mapwidth = 720;
gc_scangrid_mapheight = 720;
gc_resgrid_mapwidth = 720;
gc_resgrid_mapheight = 720;
gc_soundgrid_mapwidth = 720;
gc_soundgrid_mapheight = 720;
gc_terraindata_mapwidth = 720;
gc_terraindata_mapheight = 720;
Line 125
gc_MaxMapWidth = 720;
gc_MaxMapHeight = 720;
2. data\scripts\common.inc\dogenerate.inc
Line 430
[*] = ; const cMapSize = 720;
Line 1298
[*] = ;if (mapW<>720) or (mapH<>720) then
[*] = ; var modifier : Float = (720/((mapW+mapH)/2));
3. data\scripts\common.inc\generatemap.inc
Line 618
[*] = ; const cWaterMapArrSize = (720 div cWaterFieldSize);
Line 657
[*] = ; var mapsizemod : Float = (cWaterMapArrSize/((720/mapheight)*2))*cWaterFieldSize; // var mapsizemod : Float = (cWaterMapArrSize div ((720 div mapheight)*2))*cWaterFieldSize;
Line 684
[*] = ; var tmpPatternMask : array [0..720-1] of array [0..720-1] of Boolean;
4. data\scripts\common.inc\postprocess.inc
Line 35
[*] = ;var mask : array [0..720-1] of array [0..720-1] of TColor;
[*] = ;var maskTmp : array [0..720-1] of array [0..720-1] of TColor;
5. data\scripts\common.inc\smoothtiles.inc
Line 27
[*] = ;var atilemap : array [0..720] of array [0..720] of Integer;
6. data\scripts\lib\misc.script
Line 3260
procedure _misc_StandPatternPlaceMask(patName : String; standX, standZ, angle : Float; var tmpPatternMask : array [0..719] of array [0..719] of Boolean);
7. gui\menu.inc\donewgame.inc
Line 6
[*] = ;const cMapSize = 720;
Line 36
[*] = ;case gMap.settings.gen.mapsize of
[*] = ; 0 : genMapSize := 320;
[*] = ; 1 : genMapSize := 480;
[*] = ; 2 : genMapSize := 640;
[*] = ; 3 : genMapSize := 720;
[*] = ; else
[*] = ; genMapSize := 320;
[*] = ;end;
8. gui\menu.inc\showcustomgame.inc
Line 124
[*] = ;procedure FillComboBoxMapSize(elmHnd : Integer);
[*] = ;begin
[*] = ; var cTextSizeNormal, cTextSizeLarge, cTextSizeHuge, CTextSizeCarlosSized : String;
[*] = ; _misc_GetNewTextLocale('map.size.normal', cTextSizeNormal);
[*] = ; _misc_GetNewTextLocale('map.size.large', cTextSizeLarge);
[*] = ; _misc_GetNewTextLocale('map.size.huge', cTextSizeHuge);
[*] = ; _misc_GetNewTextLocale('map.size.carlossize', cTextSizeCarlosSized);
[*] = ; var i : Integer;
[*] = ; if (GetGUIListBoxItemsCount(elmHnd)=0) then
[*] = ; begin
[*] = ; GUIListBoxAddItem(elmHnd, cTextSizeNormal, 0);
[*] = ; GUIListBoxAddItem(elmHnd, cTextSizeLarge, 1);
[*] = ; GUIListBoxAddItem(elmHnd, cTextSizeHuge, 2);
[*] = ; GUIListBoxAddItem(elmHnd, cTextSizeCarlosSized, 3);
[*] = ; SetGUIListBoxItemIndexSilent(elmHnd, 0);
[*] = ; end;
[*] = ;end;
9. Localisation.
Mapsize strings for english are in /data/locale/needloc/new.lng
Other languages in /data/locale/xx/new.lng
See to guide about random map options or the language editor tool how to use Language editor.
Add string:
map.size.carlossize Carlos Size
Note: Scrollbar or not.
10. gui\menu.inc\showcustomgame.inc
Line 552
No scroll bar :
[*] = ;elmHnd := _gui_CreateComboBox('mapsize', elmMain, 4, 0, gc_halParentLeft, gc_valParentTop, 805+cAddOffsetL, 103+ind*cOffY, 145, gc_halLeft, gc_valMiddle, 5, 0, gc_font_serif_12, bAllowChange, eventstate, bupdate, True);
Scrollbar :
[*] = ;elmHnd := _gui_CreateComboBox('mapsize', elmMain, 3, 0, gc_halParentLeft, gc_valParentTop, 805+cAddOffsetL, 103+ind*cOffY, 145, gc_halLeft, gc_valMiddle, 5, 0, gc_font_serif_12, bAllowChange, eventstate, bupdate, True);
Without scroll bar for this option is better I think.
Took a long time to generate the map, because of the size. Especially the forest stage. I hope you have a good computer.
I didn't thoroughly test this, it's very well possible I forgot to change something somewhere, but it works on first glance.