If our esteemed Wic has the time and desire to create something similar for Platinum, we would be very grateful to him. As for the obelisks, hill forts, and cartographers, I believe that these are also very useful, because instead of them, the generator will place more useful items. After all, as far as I know, for each zone there is a certain set of different objects, each of which has its own value. The total value of the zone consists of the sum of the values of all objects in it. Therefore, if there are no useless obelisks, cartographers, and other nonsense, the generator will place other objects instead of them to fully populate the zone. This minimizes the imbalance that is inherent in these templates. Otherwise, the generator will fill one zone with obelisks, and another with a devil's lair. And where is the fairness? :smile35:
Unnecessary objects in TE are disabled by editing the standard zaobjts.txt file.
I don't know the exact name of its equivalent for SoD. People suggest that you can edit objects.txt, but it contains a general list of objects, that is, deleting an object from it will lead to its complete disappearance from the game, from the map editor, etc. Its equivalent in TE is the zobjcts.txt file, but the equivalent of zaobjts.txt for SoD is unknown to me. You can unpack all the .txt files and simply search through them.
Here are the object codes that are candidates for disabling:
AVXMAPS0.DEF
AVXMAPU0.DEF
AVXMAPW0.DEF
cartographers
AVXHILD0.DEF
AVXHILG0.DEF
ZFOHILL0.DEF
hill forts
AVGGOBL0.DEF
AVWGOBL0.DEF
AVXOBLB.DEF
AVXOBLG.DEF
AVXOBLK.DEF
AVXOBLO.DEF
AVXOBLP.DEF
AVXOBLR.DEF
AVXOBLW.DEF
AVXOBLY.DEF
obelisks
AVXSEEB0.DEF
AVXSEER0.DEF
AVXSEEY0.DEF
quests
AVXBOR00.DEF
AVXBOR10.DEF
AVXBOR20.DEF
AVXBOR30.DEF
AVXBOR40.DEF
AVXBOR50.DEF
AVXBOR60.DEF
AVXBOR70.DEF
AVXBOR80.DEF
barriers
AVXKEY00.DEF
AVXKEY10.DEF
AVXKEY20.DEF
AVXKEY30.DEF
AVXKEY40.DEF
AVXKEY50.DEF
AVXKEY60.DEF
AVXKEY70.DEF
tents
AVXSCHL0.DEF
schoolboy
Perhaps some of these objects have different codes in SoD (although most of them probably match). You just need to extract all the *.def files from the *.lod files using Resource Editor and view them with DefViewer.
And when deleting lines from the file, do not forget to reduce the number of objects specified in the first line of the file, otherwise crashes may occur during generation.
And slow roads just annoy me :mad:
That is, this can only be done by hacking the .exe file? And is it impossible to do this with a file that is placed in the "data" folder? Because few people will be able to (even if they can, they simply won't want to) crack the .exe file.