New EXE Release (Build: 3358)

New Map Editor Release (Build: 3358)

New Features
-------

- Map Editor can now load/save big sector maps.
- Control hardcoded list of unclickable ("bad") sectors via XML file.
o On the strategic map, the player cannot click or highlight specific
  sectors (e.g. A4, A5). Introduce a <BadSector> tag in MovementCosts.xml
  that flags a sector as "bad". (<BadSector>1</BadSector>)
- Move hardcoded underground sectors initialization to Lua script file. (by Realist)
o Locate "initunderground.lua" at data-xyz\scripts ("xyz" subject to change).
  Lua script allows easily adding underground sectors at arbitrary locations and defining enemy garrisons and creature population.
  Also enables underground bloodcat population.
- Changed order of properties in GameSettings.cpp
- Sorted Data-1.13\ja2_options.ini
- Translated missing HAM 3.6 German Texts


Bugfixes
------

- In Method CreateDestroyMouseRegionsForFacilityAssignmentMenu()
- HAM 3.6 fixes
- Turns out that the program is saving the number of used Placement Slots to the temp file fine, 
  but if that number is equal to the limit of how many enemies/civvies are allowed in a sector by the INI settings, 
  it leads to an assertion error instead when trying to re-load that sector. (by Headrock)
- The DEBUG only setting "fEnableInventoryPoolQ" is now only enabled in a DEBUG version. 
  In all other builds it is set to FALSE.


Info Map Editor
-------
Q: How can I create Big Maps with the Editor?
A: 1.) Start the new Map Editor.exe file
   2.) The Map Editor should load a map automatically
   3.) You see now 2 new text boxes (Rows, Cols) in the taskbar
   4.) Enter the size of the new map in the Rows text box. It should not be greater than 2000
       Cols always have the same size than Rows. That's why you can't enter a number for Cols.
       Normal maps have a size of 160 rows X 160 cols
   5.) Now click on New map" or load an existing map
   6.) The map should have now the new size you entered for Rows
       If you loaded a map, the original map is placed in the center of the new big map
   7.) Make any changes you like to the map
   8.) Save the map. Depending on the mapsize it could take some minutes
   9.) The map will be saved in the Profiles folder

Q: How can I easy navigate in the editor in big maps?
A: 1.) Use the arrow keys to scroll. For fast scrolling press SHIFT + Arrow keys.
   2.) Press "i" and you get an overview of the map.
       Use the Arrow keys to scroll. By pressing also SHIFT you scroll much faster

Q: What is the version 1.12 checkbox?
A: If this checkbox is checked, the map will be saved in version 1.13 (vanilla JA2) format

Q: What limitions for big maps has the current Map Editor?
A: 1.) Radar maps are not created correctly for big maps. Only the upper left corner of the map is shown in the radar map
   2.) NPC-Scripts are bound to grid numbers. They are not yet converted to the new grid numbers when altering a normal map
   3.) There are a lot of hardcoded grid numbers in the source code, so they only work with normal maps
   4.) For now you should only create big maps, that do not have any NPCs on it, that trigger special actions
       For outdoor maps or town maps (that do not have any NPCs special actions) big maps work fine

git-svn-id: https://ja2svn.mooo.com/source/ja2_v1.13_data@1213 4f8fa57e-7814-0410-bad4-adc449f26b7c
This commit is contained in:
Wanne
2010-03-07 18:46:35 +00:00
parent 0b71d2017d
commit 2e815521f5
9 changed files with 2273 additions and 1226 deletions
+190
View File
@@ -0,0 +1,190 @@
-----------------------
-- Set some stuff up --
-----------------------
-- Initialize the pseudo random number generator
math.randomseed( os.time() ); math.random(); math.random(); math.random()
-- http://lua-users.org/wiki/MathLibraryTutorial
--[[
REMARKS
=======
- Several vanilla JA2 sectors may be unsafe to remove due to hardcoded
behaviour such as creature spreading, Deidranna escaping or other quest
related links.
- Contrary to random number generators used in JA2, Lua's math.random
function includes the range boundaries. Also, indexing in Lua starts at
1 as opposed to C (starting at 0). Find further information about Lua at
http://www.lua.org/docs.html
- Global variables:
- difficultyLevel
1: easy, 2: experienced, 3: expert, 4: insane
- gameStyle
0: realistic, 1: scifi
- To add an underground sector to the list, create a table and pass it as
an argument to addSector function. These tables may consist of the
following members:
- location (required)
string of the form "[R][C]-[L]", where [R] is a row
identifier (A-P), [C] is a column identifier (1-16), [L] is a
sublevel identifier (1-3), e.g. "A9-1"
- numAdmins
- numTroops
- numElites
integers, specifying numbers of enemy garrisons, default: 0
- numBloodcats
integer, specifying quantity of bloodcat population, default: 0
This requires bloodcat placements to be set.
- numCreatures
integer, specifying number of creatures in total, default: 0
Distribution of creature types depends on creature habitat (see below)
- creatureHabitat
integer, specifying creature distribution type
Use one of the constants below (also featuring details).
]]
Habitat = { -- creature type distribution in percentages
-- young young adult adult
-- larvae infants male female male female
QueenLair = 0, -- 20 40 0 0 30 10
Lair = 1, -- 15 35 10 5 25 10
LairEntrance = 2, -- 0 15 30 10 35 10
InnerMine = 3, -- 0 0 20 40 10 30
OuterMine = 4, -- 0 0 10 65 5 20
MineExit = 6, -- 0 0 10 65 5 20
}
-----------------------------
-- INTERESTING STUFF BELOW --
-----------------------------
-- Miguel's basement
addSector( { location = "A10-1" } )
-- Chitzena mine
addSector( { location = "B2-1" } )
-- San Mona mine
addSector( { location = "D4-1" } )
addSector( { location = "D5-1" } )
-- Tixa
tixa_1 = { }
tixa_1.location = "J9-1"
tixa_1.numTroops = ({ 8, 11, 15, 20 })[difficultyLevel]
addSector( tixa_1 )
-- feeding zone
tixa_2 = { }
tixa_2.location = "J9-2"
tixa_2.numCreatures = 2 + difficultyLevel*2 + math.random(0, 1)
addSector( tixa_2 )
-- Orta
orta = { }
orta.location = "K4-1"
orta.numTroops = 6 + difficultyLevel*2 + math.random(0, 2)
orta.numElites = 4 + difficultyLevel + math.random(0, 1)
addSector( orta )
-- Meduna
o3 = { location = "O3-1" }
o3.numTroops = 6 + difficultyLevel*2 + math.random(0, 2)
o3.numElites = 4 + difficultyLevel + math.random(0, 1)
addSector( o3 )
p3 = { location = "P3-1" }
if difficultyLevel == 1 then
-- easy
p3.numElites = 8 + math.random(0, 2)
elseif difficultyLevel == 2 then
-- medium
p3.numElites = 10 + math.random(0, 5)
elseif difficultyLevel == 3 then
-- hard
p3.numElites = 14 + math.random(0, 6)
elseif difficultyLevel == 4 then
-- insane
p3.numElites = 20
end
addSector(p3)
-- Drassen mine
addSector( { location = "D13-1" } )
addSector( { location = "E13-1" } )
addSector( { location = "E13-2" } )
addSector( { location = "F13-2" } )
addSector( { location = "G13-2" } )
addSector( { location = "G13-3" } )
addSector( { location = "F13-3" } )
-- Cambria mine
addSector( { location = "H8-1" } )
addSector( { location = "H9-1" } )
addSector( { location = "H9-2" } )
addSector( { location = "H8-2" } )
addSector( { location = "H8-3" } )
addSector( { location = "I8-3" } )
addSector( { location = "J8-3" } )
-- Alma Mine
addSector( { location = "I14-1" } )
addSector( { location = "J14-1" } )
addSector( { location = "J14-2" } )
addSector( { location = "J13-2" } )
addSector( { location = "J13-3" } )
addSector( { location = "K13-3" } )
-- Grumm mine
addSector( { location = "H3-1" } )
addSector( { location = "I3-1" } )
addSector( { location = "I3-2" } )
addSector( { location = "H3-2" } )
addSector( { location = "H4-2" } )
addSector( { location = "H4-3" } )
addSector( { location = "G4-3" } )
-- Demoville
p1_1 = { location = "P1-1" }
p1_1.numTroops = ({ 12, 16, 16, 0 })[difficultyLevel]
p1_1.numElites = ({ 0, 0, 4, 24 })[difficultyLevel]
addSector(p1_1)
p1_2 = { location = "P1-2", creatureHabitat = Habitat.InnerMine }
p1_2.numCreatures = ({ 3, 5, 8, 13 })[difficultyLevel]
addSector(p1_2)
+20
View File
@@ -102,6 +102,7 @@ Possible values for Here tag:
<South>EDGEOFWORLD</South>
<West>EDGEOFWORLD</West>
<Here>EDGEOFWORLD</Here>
<BadSector>1</BadSector>
</Sector>
<Sector y="A" x="5">
<TravelRating>0</TravelRating>
@@ -110,6 +111,7 @@ Possible values for Here tag:
<South>EDGEOFWORLD</South>
<West>EDGEOFWORLD</West>
<Here>EDGEOFWORLD</Here>
<BadSector>1</BadSector>
</Sector>
<Sector y="A" x="6">
<TravelRating>5</TravelRating>
@@ -198,6 +200,7 @@ Possible values for Here tag:
<South>EDGEOFWORLD</South>
<West>EDGEOFWORLD</West>
<Here>EDGEOFWORLD</Here>
<BadSector>1</BadSector>
</Sector>
<Sector y="B" x="1">
<TravelRating>10</TravelRating>
@@ -710,6 +713,7 @@ Possible values for Here tag:
<South>EDGEOFWORLD</South>
<West>EDGEOFWORLD</West>
<Here>EDGEOFWORLD</Here>
<BadSector>1</BadSector>
</Sector>
<Sector y="F" x="1">
<TravelRating>0</TravelRating>
@@ -838,6 +842,7 @@ Possible values for Here tag:
<South>EDGEOFWORLD</South>
<West>EDGEOFWORLD</West>
<Here>EDGEOFWORLD</Here>
<BadSector>1</BadSector>
</Sector>
<Sector y="G" x="1">
<TravelRating>60</TravelRating>
@@ -1350,6 +1355,7 @@ Possible values for Here tag:
<South>EDGEOFWORLD</South>
<West>EDGEOFWORLD</West>
<Here>EDGEOFWORLD</Here>
<BadSector>1</BadSector>
</Sector>
<Sector y="K" x="1">
<TravelRating>0</TravelRating>
@@ -1478,6 +1484,7 @@ Possible values for Here tag:
<South>EDGEOFWORLD</South>
<West>EDGEOFWORLD</West>
<Here>EDGEOFWORLD</Here>
<BadSector>1</BadSector>
</Sector>
<Sector y="L" x="1">
<TravelRating>4</TravelRating>
@@ -1606,6 +1613,7 @@ Possible values for Here tag:
<South>EDGEOFWORLD</South>
<West>EDGEOFWORLD</West>
<Here>EDGEOFWORLD</Here>
<BadSector>1</BadSector>
</Sector>
<Sector y="M" x="1">
<TravelRating>0</TravelRating>
@@ -1726,6 +1734,7 @@ Possible values for Here tag:
<South>EDGEOFWORLD</South>
<West>EDGEOFWORLD</West>
<Here>EDGEOFWORLD</Here>
<BadSector>1</BadSector>
</Sector>
<Sector y="M" x="16">
<TravelRating>0</TravelRating>
@@ -1734,6 +1743,7 @@ Possible values for Here tag:
<South>EDGEOFWORLD</South>
<West>EDGEOFWORLD</West>
<Here>EDGEOFWORLD</Here>
<BadSector>1</BadSector>
</Sector>
<Sector y="N" x="1">
<TravelRating>0</TravelRating>
@@ -1838,6 +1848,7 @@ Possible values for Here tag:
<South>EDGEOFWORLD</South>
<West>EDGEOFWORLD</West>
<Here>EDGEOFWORLD</Here>
<BadSector>1</BadSector>
</Sector>
<Sector y="N" x="14">
<TravelRating>0</TravelRating>
@@ -1846,6 +1857,7 @@ Possible values for Here tag:
<South>EDGEOFWORLD</South>
<West>EDGEOFWORLD</West>
<Here>EDGEOFWORLD</Here>
<BadSector>1</BadSector>
</Sector>
<Sector y="N" x="15">
<TravelRating>0</TravelRating>
@@ -1854,6 +1866,7 @@ Possible values for Here tag:
<South>EDGEOFWORLD</South>
<West>EDGEOFWORLD</West>
<Here>EDGEOFWORLD</Here>
<BadSector>1</BadSector>
</Sector>
<Sector y="N" x="16">
<TravelRating>0</TravelRating>
@@ -1862,6 +1875,7 @@ Possible values for Here tag:
<South>EDGEOFWORLD</South>
<West>EDGEOFWORLD</West>
<Here>EDGEOFWORLD</Here>
<BadSector>1</BadSector>
</Sector>
<Sector y="O" x="1">
<TravelRating>0</TravelRating>
@@ -1974,6 +1988,7 @@ Possible values for Here tag:
<South>EDGEOFWORLD</South>
<West>EDGEOFWORLD</West>
<Here>EDGEOFWORLD</Here>
<BadSector>1</BadSector>
</Sector>
<Sector y="O" x="15">
<TravelRating>0</TravelRating>
@@ -1982,6 +1997,7 @@ Possible values for Here tag:
<South>EDGEOFWORLD</South>
<West>EDGEOFWORLD</West>
<Here>EDGEOFWORLD</Here>
<BadSector>1</BadSector>
</Sector>
<Sector y="O" x="16">
<TravelRating>0</TravelRating>
@@ -1990,6 +2006,7 @@ Possible values for Here tag:
<South>EDGEOFWORLD</South>
<West>EDGEOFWORLD</West>
<Here>EDGEOFWORLD</Here>
<BadSector>1</BadSector>
</Sector>
<Sector y="P" x="1">
<TravelRating>0</TravelRating>
@@ -2102,6 +2119,7 @@ Possible values for Here tag:
<South>EDGEOFWORLD</South>
<West>EDGEOFWORLD</West>
<Here>EDGEOFWORLD</Here>
<BadSector>1</BadSector>
</Sector>
<Sector y="P" x="15">
<TravelRating>0</TravelRating>
@@ -2110,6 +2128,7 @@ Possible values for Here tag:
<South>EDGEOFWORLD</South>
<West>EDGEOFWORLD</West>
<Here>EDGEOFWORLD</Here>
<BadSector>1</BadSector>
</Sector>
<Sector y="P" x="16">
<TravelRating>0</TravelRating>
@@ -2118,6 +2137,7 @@ Possible values for Here tag:
<South>EDGEOFWORLD</South>
<West>EDGEOFWORLD</West>
<Here>EDGEOFWORLD</Here>
<BadSector>1</BadSector>
</Sector>
</SectorTraversal>
</StrategicMovementCosts>
+1853 -1226
View File
File diff suppressed because it is too large Load Diff
+190
View File
@@ -0,0 +1,190 @@
-----------------------
-- Set some stuff up --
-----------------------
-- Initialize the pseudo random number generator
math.randomseed( os.time() ); math.random(); math.random(); math.random()
-- http://lua-users.org/wiki/MathLibraryTutorial
--[[
REMARKS
=======
- Several vanilla JA2 sectors may be unsafe to remove due to hardcoded
behaviour such as creature spreading, Deidranna escaping or other quest
related links.
- Contrary to random number generators used in JA2, Lua's math.random
function includes the range boundaries. Also, indexing in Lua starts at
1 as opposed to C (starting at 0). Find further information about Lua at
http://www.lua.org/docs.html
- Global variables:
- difficultyLevel
1: easy, 2: experienced, 3: expert, 4: insane
- gameStyle
0: realistic, 1: scifi
- To add an underground sector to the list, create a table and pass it as
an argument to addSector function. These tables may consist of the
following members:
- location (required)
string of the form "[R][C]-[L]", where [R] is a row
identifier (A-P), [C] is a column identifier (1-16), [L] is a
sublevel identifier (1-3), e.g. "A9-1"
- numAdmins
- numTroops
- numElites
integers, specifying numbers of enemy garrisons, default: 0
- numBloodcats
integer, specifying quantity of bloodcat population, default: 0
This requires bloodcat placements to be set.
- numCreatures
integer, specifying number of creatures in total, default: 0
Distribution of creature types depends on creature habitat (see below)
- creatureHabitat
integer, specifying creature distribution type
Use one of the constants below (also featuring details).
]]
Habitat = { -- creature type distribution in percentages
-- young young adult adult
-- larvae infants male female male female
QueenLair = 0, -- 20 40 0 0 30 10
Lair = 1, -- 15 35 10 5 25 10
LairEntrance = 2, -- 0 15 30 10 35 10
InnerMine = 3, -- 0 0 20 40 10 30
OuterMine = 4, -- 0 0 10 65 5 20
MineExit = 6, -- 0 0 10 65 5 20
}
-----------------------------
-- INTERESTING STUFF BELOW --
-----------------------------
-- Miguel's basement
addSector( { location = "A10-1" } )
-- Chitzena mine
addSector( { location = "B2-1" } )
-- San Mona mine
addSector( { location = "D4-1" } )
addSector( { location = "D5-1" } )
-- Tixa
tixa_1 = { }
tixa_1.location = "J9-1"
tixa_1.numTroops = ({ 8, 11, 15, 20 })[difficultyLevel]
addSector( tixa_1 )
-- feeding zone
tixa_2 = { }
tixa_2.location = "J9-2"
tixa_2.numCreatures = 2 + difficultyLevel*2 + math.random(0, 1)
addSector( tixa_2 )
-- Orta
orta = { }
orta.location = "K4-1"
orta.numTroops = 6 + difficultyLevel*2 + math.random(0, 2)
orta.numElites = 4 + difficultyLevel + math.random(0, 1)
addSector( orta )
-- Meduna
o3 = { location = "O3-1" }
o3.numTroops = 6 + difficultyLevel*2 + math.random(0, 2)
o3.numElites = 4 + difficultyLevel + math.random(0, 1)
addSector( o3 )
p3 = { location = "P3-1" }
if difficultyLevel == 1 then
-- easy
p3.numElites = 8 + math.random(0, 2)
elseif difficultyLevel == 2 then
-- medium
p3.numElites = 10 + math.random(0, 5)
elseif difficultyLevel == 3 then
-- hard
p3.numElites = 14 + math.random(0, 6)
elseif difficultyLevel == 4 then
-- insane
p3.numElites = 20
end
addSector(p3)
-- Drassen mine
addSector( { location = "D13-1" } )
addSector( { location = "E13-1" } )
addSector( { location = "E13-2" } )
addSector( { location = "F13-2" } )
addSector( { location = "G13-2" } )
addSector( { location = "G13-3" } )
addSector( { location = "F13-3" } )
-- Cambria mine
addSector( { location = "H8-1" } )
addSector( { location = "H9-1" } )
addSector( { location = "H9-2" } )
addSector( { location = "H8-2" } )
addSector( { location = "H8-3" } )
addSector( { location = "I8-3" } )
addSector( { location = "J8-3" } )
-- Alma Mine
addSector( { location = "I14-1" } )
addSector( { location = "J14-1" } )
addSector( { location = "J14-2" } )
addSector( { location = "J13-2" } )
addSector( { location = "J13-3" } )
addSector( { location = "K13-3" } )
-- Grumm mine
addSector( { location = "H3-1" } )
addSector( { location = "I3-1" } )
addSector( { location = "I3-2" } )
addSector( { location = "H3-2" } )
addSector( { location = "H4-2" } )
addSector( { location = "H4-3" } )
addSector( { location = "G4-3" } )
-- Demoville
p1_1 = { location = "P1-1" }
p1_1.numTroops = ({ 12, 16, 16, 0 })[difficultyLevel]
p1_1.numElites = ({ 0, 0, 4, 24 })[difficultyLevel]
addSector(p1_1)
p1_2 = { location = "P1-2", creatureHabitat = Habitat.InnerMine }
p1_2.numCreatures = ({ 3, 5, 8, 13 })[difficultyLevel]
addSector(p1_2)
+20
View File
@@ -102,6 +102,7 @@ Possible values for Here tag:
<South>EDGEOFWORLD</South>
<West>EDGEOFWORLD</West>
<Here>EDGEOFWORLD</Here>
<BadSector>1</BadSector>
</Sector>
<Sector y="A" x="5">
<TravelRating>0</TravelRating>
@@ -110,6 +111,7 @@ Possible values for Here tag:
<South>EDGEOFWORLD</South>
<West>EDGEOFWORLD</West>
<Here>EDGEOFWORLD</Here>
<BadSector>1</BadSector>
</Sector>
<Sector y="A" x="6">
<TravelRating>5</TravelRating>
@@ -198,6 +200,7 @@ Possible values for Here tag:
<South>EDGEOFWORLD</South>
<West>EDGEOFWORLD</West>
<Here>EDGEOFWORLD</Here>
<BadSector>1</BadSector>
</Sector>
<Sector y="B" x="1">
<TravelRating>10</TravelRating>
@@ -710,6 +713,7 @@ Possible values for Here tag:
<South>EDGEOFWORLD</South>
<West>EDGEOFWORLD</West>
<Here>EDGEOFWORLD</Here>
<BadSector>1</BadSector>
</Sector>
<Sector y="F" x="1">
<TravelRating>0</TravelRating>
@@ -838,6 +842,7 @@ Possible values for Here tag:
<South>EDGEOFWORLD</South>
<West>EDGEOFWORLD</West>
<Here>EDGEOFWORLD</Here>
<BadSector>1</BadSector>
</Sector>
<Sector y="G" x="1">
<TravelRating>60</TravelRating>
@@ -1350,6 +1355,7 @@ Possible values for Here tag:
<South>EDGEOFWORLD</South>
<West>EDGEOFWORLD</West>
<Here>EDGEOFWORLD</Here>
<BadSector>1</BadSector>
</Sector>
<Sector y="K" x="1">
<TravelRating>0</TravelRating>
@@ -1478,6 +1484,7 @@ Possible values for Here tag:
<South>EDGEOFWORLD</South>
<West>EDGEOFWORLD</West>
<Here>EDGEOFWORLD</Here>
<BadSector>1</BadSector>
</Sector>
<Sector y="L" x="1">
<TravelRating>4</TravelRating>
@@ -1606,6 +1613,7 @@ Possible values for Here tag:
<South>EDGEOFWORLD</South>
<West>EDGEOFWORLD</West>
<Here>EDGEOFWORLD</Here>
<BadSector>1</BadSector>
</Sector>
<Sector y="M" x="1">
<TravelRating>0</TravelRating>
@@ -1726,6 +1734,7 @@ Possible values for Here tag:
<South>EDGEOFWORLD</South>
<West>EDGEOFWORLD</West>
<Here>EDGEOFWORLD</Here>
<BadSector>1</BadSector>
</Sector>
<Sector y="M" x="16">
<TravelRating>0</TravelRating>
@@ -1734,6 +1743,7 @@ Possible values for Here tag:
<South>EDGEOFWORLD</South>
<West>EDGEOFWORLD</West>
<Here>EDGEOFWORLD</Here>
<BadSector>1</BadSector>
</Sector>
<Sector y="N" x="1">
<TravelRating>0</TravelRating>
@@ -1838,6 +1848,7 @@ Possible values for Here tag:
<South>EDGEOFWORLD</South>
<West>EDGEOFWORLD</West>
<Here>EDGEOFWORLD</Here>
<BadSector>1</BadSector>
</Sector>
<Sector y="N" x="14">
<TravelRating>0</TravelRating>
@@ -1846,6 +1857,7 @@ Possible values for Here tag:
<South>EDGEOFWORLD</South>
<West>EDGEOFWORLD</West>
<Here>EDGEOFWORLD</Here>
<BadSector>1</BadSector>
</Sector>
<Sector y="N" x="15">
<TravelRating>0</TravelRating>
@@ -1854,6 +1866,7 @@ Possible values for Here tag:
<South>EDGEOFWORLD</South>
<West>EDGEOFWORLD</West>
<Here>EDGEOFWORLD</Here>
<BadSector>1</BadSector>
</Sector>
<Sector y="N" x="16">
<TravelRating>0</TravelRating>
@@ -1862,6 +1875,7 @@ Possible values for Here tag:
<South>EDGEOFWORLD</South>
<West>EDGEOFWORLD</West>
<Here>EDGEOFWORLD</Here>
<BadSector>1</BadSector>
</Sector>
<Sector y="O" x="1">
<TravelRating>0</TravelRating>
@@ -1974,6 +1988,7 @@ Possible values for Here tag:
<South>EDGEOFWORLD</South>
<West>EDGEOFWORLD</West>
<Here>EDGEOFWORLD</Here>
<BadSector>1</BadSector>
</Sector>
<Sector y="O" x="15">
<TravelRating>0</TravelRating>
@@ -1982,6 +1997,7 @@ Possible values for Here tag:
<South>EDGEOFWORLD</South>
<West>EDGEOFWORLD</West>
<Here>EDGEOFWORLD</Here>
<BadSector>1</BadSector>
</Sector>
<Sector y="O" x="16">
<TravelRating>0</TravelRating>
@@ -1990,6 +2006,7 @@ Possible values for Here tag:
<South>EDGEOFWORLD</South>
<West>EDGEOFWORLD</West>
<Here>EDGEOFWORLD</Here>
<BadSector>1</BadSector>
</Sector>
<Sector y="P" x="1">
<TravelRating>0</TravelRating>
@@ -2102,6 +2119,7 @@ Possible values for Here tag:
<South>EDGEOFWORLD</South>
<West>EDGEOFWORLD</West>
<Here>EDGEOFWORLD</Here>
<BadSector>1</BadSector>
</Sector>
<Sector y="P" x="15">
<TravelRating>0</TravelRating>
@@ -2110,6 +2128,7 @@ Possible values for Here tag:
<South>EDGEOFWORLD</South>
<West>EDGEOFWORLD</West>
<Here>EDGEOFWORLD</Here>
<BadSector>1</BadSector>
</Sector>
<Sector y="P" x="16">
<TravelRating>0</TravelRating>
@@ -2118,6 +2137,7 @@ Possible values for Here tag:
<South>EDGEOFWORLD</South>
<West>EDGEOFWORLD</West>
<Here>EDGEOFWORLD</Here>
<BadSector>1</BadSector>
</Sector>
</SectorTraversal>
</StrategicMovementCosts>
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