I would have a question...ied
I made some tests with map sizes :
- Around 1 year earlier, it was possible to set map size up to 150X150 (tested with night build openxcom_git_master_2014_08_24_0727)
- I installed recent night build (openxcom_git_master_2015_07_06_003 -> congratulation for your pugnacity , converted to new directory architecture (and had to solve only one issue (nice !!) regarding "Holodrone terrorist size") but testing maps using "New Battle" system, I'm encountering an issue with most of my map sizes
Now, it seems to accept map size of 70X70 as a maximum
Does anyone confirm ?
I haven't tried the new nightlies yet, but there can be an issues with the vanilla mapScripts if you increase battlescape size to more than 50x50, where there will not be enough maps available due to the script. And this is what I think it may be happening with you:
mapScripts:
- type: FARM
commands:
- type: addUFO
- type: addCraft
- type: fillArea
blocks: [1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18]
maxUses: [3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3]
A 70x70 battlescape requires 49 map blocks of 10x10 dimensions (7x7 = 49).
And the MaxUses section of the Farm mapScript limits the use of the map blocks, so that they can appear only 3 times on a battlescape. So there are 18x3 = 54 + 2 (XCom craft landing) + UFO mapblocks available for placing on the battlescape, which gives 56+ (depending on the UFO) possible map blocks, enough to fill a 70x70, even if it is a Small Scout.
But if you increase the size to 80x80, then you need 64 10x10 map blocks, which is almost impossible to be generated with Farm terrain, unless the UFO is a Battleship (54 + 2 + 9 = 65).
So, you need to change the maxUses of the vanilla scripts, since they were designed for 50x50 format, otherwise the engine won't be able to generate the battlescape