From: Third rock from the Sun.
ORIGINAL: Curtis Lemay
If that's all you're using it for then why not use something you have unlimited amounts of: Border hexsides. Just put a border around those hexes. Placenames take up file size for everyone (at least they do now - I can anticipate a day when there are no limits and the scenario file is tailored to the amount actually used).
Because border hex side graphics are used extensively. Start lines, stop lines and national borders to name just a few. 1k place names are nothing. And the hex graphics that could be used do not end up on top of terrain so become obscured in places like marsh, urban, dense urban, forest, jungle, flooded swamp, etc. The bmp files are the only thing that makes any sense but they take up place names. As it is bridges exist any place a road 'crosses' a river even if it's some graphic representation caused by the limitations of the game's graphics, ie, rivers don't follow hex sides, they go through the middle with roads and railroads. Makes no sense at all unless you have some way to display to players that, hey, this is a bridge and this isn't.
I'm not real sure what you mean when you say each place name takes up a file size. If the game uses ASCII then each space in the place name should take one byte. Each place name is a maximum of 24 places. That's 24 bytes. Each place name is a string constant of 24 bytes and they are loaded into the scenario one after the other probably with a space between them. So at 4k place names in a scenario that's what, 96k bytes or a little more? Add another 2k place names you add 48k bytes plus a little more? So that's 144k bytes and we'll round it up to 200kb? FitE2 is a little over 2mb. Even if you add 100kb for some extra place name strings it's nothing for a computer and 100kb is more than 1k or 2k place names would take. Heck, as far as games go TOAW is tiny and so are the scenarios.
< Message edited by Lobster -- 7/22/2015 4:20:20 AM >