ok, but my point is, if you actually look into it even superficially, you'll see that cydonia stage 2 is 60x60 in the default ruleset, and in the dos version, and on psx, and that the psx cydonia script was made with this in mind.
the PSX version of cydonia isn't a single static map block, it's a fixed arrangement of regular map blocks, and there's a fillArea command with NO RECT, so it's not bound to any size at all.
meaning all of this:
Im a certain, that is to do something, with the increased Mapsize. I do not know how big the PSX Cydonia Static Map is, but since in the OG DOS Version biggest maps were 50x50, even on the last mission, a static map is alwas bound to a specific size.
Expanded_Ubase uses a 60x60 Mapsize, defined in the alienDeployments, i assuming this is the incompatibility.
is pure misinformation, which i was trying to dispel, lest someone else become misinformed.
the problem is that the psx mapscript was designed for a completely vanilla set of alien base terrain, defined precisely as it is in the vanilla ruleset.
trying to use it with a modified map set that isn't defined in precisely the same way is like trying to use the urban mapscript with the polar terrain.
it wasn't ever intended to work that way, so why would you expect it to?
in order to make the terrain compatible with the script, it needs to mirror the original terrain definition the script was designed for, including mapBlock group assignations and the order the blocks are listed, otherwise you'll never get anywhere.