View Full Version : Random Map Option Mod


CyberTyrant
Nov 25, 2005, 04:22 PM
UPDATE 01-08-06: v3 file is no longer available. The new v5-Final file has been posted in the maps forums and I'd appreciate that all further discussion be placed there. It can be found here:

http://forums.civfanatics.com/showthread.php?p=3549525#post3549525




I have finally finished creating a map script that will give us an option for true random maps similar to that in Civ3. The goal was to produce random maps based off of Pangaea, Continent, and Archipelago maps styles only. For the most part I have achieved this. IMO, the default Tilted_Axis map script did not provide exactly what I and many others have been looking for.

These are the last 15 maps I had produced in order:

http://webpages.charter.net/sgoessel/randommaps.jpg

I hope this is what you guys have been looking for and I hope you enjoy it. Please leave me some feedback in this thread, especially if you do run across any problems.

Fallblau
Nov 26, 2005, 02:14 PM
Cool... Your results look sort of similar to what I ended up with in my script... I'll try yours to compare, and feel free to try mine as well... (see link in Sig lines)

CyberTyrant
Nov 26, 2005, 02:28 PM
Ahhh, I knew someone else made one similar to this. I just couldn't remember who, or where the thread was. :) I tried to base mine off the Tilted_Axis map as little as possible. The only thing I used from it were some grain sizes.

I'm enjoying your HoF screen though. :goodjob:

Fallblau
Nov 27, 2005, 12:20 PM
>I just couldn't remember who, or where the thread was.

Hehee... I'm pretty forgettable, really... :) I had originally created the thread in the "Maps" section, but the mods moved it, I guess...

>I'm enjoying your HoF screen though.

Hey, thanks!!

Bezurn
Nov 29, 2005, 01:09 AM
Hi, thanks for making this mod. I've been looking for this option for a while.

I downloaded it and was extracting it to my docs, but it asked me if I wanted to replace Civ4GameText_misc1.xml

I was wondering if you had documented your changes in this file at all, as I use a modded domestic advisor to ease the governing of my large empires, and that mod uses it also.

If you did modify your changes I just didn't notice them in there, (its a pretty large file to look through). I was wondering if you could put a comment in there at the bottom of the file with your name and mod and then add your changes at the bottom like the other fellow did. This would make combining mods much easier that share the same XML file.

Thanks again for the wonderful mod, going to try it out now!

CyberTyrant
Nov 29, 2005, 09:12 AM
Hi, thanks for making this mod. I've been looking for this option for a while.

I downloaded it and was extracting it to my docs, but it asked me if I wanted to replace Civ4GameText_misc1.xml

I was wondering if you had documented your changes in this file at all, as I use a modded domestic advisor to ease the governing of my large empires, and that mod uses it also.

If you did modify your changes I just didn't notice them in there, (its a pretty large file to look through). I was wondering if you could put a comment in there at the bottom of the file with your name and mod and then add your changes at the bottom like the other fellow did. This would make combining mods much easier that share the same XML file.

Thanks again for the wonderful mod, going to try it out now!

All I did was add this:

<TEXT>
<Tag>TXT_KEY_MAP_SCRIPT_PANGAEA</Tag>
<English>Pangaea</English>
</TEXT>

I'm going to upload a new file that doesn't include the "Civ4GameText_misc1.xml" file. This will eliminate any future problems and confusion with mod-combining like you're having, especially since this text file really isn't necessary and is for nothing other than making the text look good on the setup screen.

:)

EDIT: First post has been changed and the new file is now up.

ghen
Dec 03, 2005, 06:28 PM
does this mod incorporate all mapscripts or does it use every mapscript you have loaded? Said differently: Does this mod support custom additions as seen here (http://apolyton.net/forums/showthread.php?s=&threadid=143984)?

CyberTyrant
Dec 03, 2005, 09:50 PM
does this mod incorporate all mapscripts or does it use every mapscript you have loaded? Said differently: Does this mod support custom additions as seen here (http://apolyton.net/forums/showthread.php?s=&threadid=143984)?

As of now, it does not. With this you're going to get classic Pangaea, Continent, or Archipelago maps (ala Civ3) and that's it. No terra's, inlands, highlands, lakes, plains or anything in between (at least I hope not :p ). This was only made for my own personal preference, but because it worked well I uploaded it. I have no desire for any other types of maps (yet). ;)

ghen
Dec 04, 2005, 08:06 AM
Gotcha.

I'm using it now, it made a stringy continent map with high sealevel in two giant non-connected seas. Its a really wierd map, which is perfect ;)

CyberTyrant
Dec 04, 2005, 08:49 AM
I've come across one like that. I also had one where one side of the map had one huge continent and the other side was a bunch of small islands. It was like a Pangaea and Archipelago map rolled into one. It was really cool.

Kolyana
Dec 12, 2005, 03:09 PM
Couple of question: I just drop this into what folder exactly? I have to play a custom game or LOAD A MOD for this to work?

If I pick this mod and an incompatible map, will the game crash or just ignore your mod?

Have you built in the desert adjustment in the current file? And if so, will this aspect of your mod work for all map types?

Junuxx
Dec 12, 2005, 03:42 PM
Oh, this looks nice alright. Can someone give a comparison with Fallblau's script?
It doesn't create all-land maps, does it?

Hm, I want stringy continents in my Map Generator too. Have to think about how I'm going to do that...

CyberTyrant
Dec 12, 2005, 05:02 PM
Couple of question: I just drop this into what folder exactly?

The random.py file should go directly to your "C:\Documents and Settings\YourName\My Documents\My Games\Sid Meier's Civilization 4\PublicMaps" folder. For exact install instructions see the first post.

I have to play a custom game or LOAD A MOD for this to work?

This really isn't a mod. It's just an extra map script. To use it, you have to set it up as a Custom Game. It won't be selectable if you choose the "Play Now" option. Just select "Random" from the Map pull-down menu, adjust all your other options like normal and your set.

If I pick this mod and an incompatible map, will the game crash or just ignore your mod?

I'm not sure what you mean exactly. This is the map. You just don't know what type of map it's going to be until you play for a while. It should work with other modifications, unless of course those mods use a specific map themselves. Which of course they won't, unless you actually load a mod from the main menu.

Have you built in the desert adjustment in the current file? And if so, will this aspect of your mod work for all map types?

Yes. It has been adjusted. The latitudes and percentages will be the same no matter what type of map is generated.



It doesn't create all-land maps, does it?

No, it hasn't and it's not suppose to.

Hm, I want stringy continents in my Map Generator too. Have to think about how I'm going to do that...

They do occur once in a while with mine. If you want stringy maps you're going to have to play around with grain and rift flags.

Kolyana
Dec 12, 2005, 05:18 PM
Thanks Low ... I didn't know how maps worked, so some of my questions made no sense within the context of things, but I get it now :)

CyberTyrant
Dec 12, 2005, 05:50 PM
No problem. :)

Junuxx
Dec 12, 2005, 07:19 PM
They do occur once in a while with mine. If you want stringy maps you're going to have to play around with grain and rift flags.

Er.., my generator doesn't exactly use grains and rifts, but I might try to simulate that. :)

LordGek
Dec 13, 2005, 11:29 PM
Hey Low,

While the whole point of the Random map is to choose RANDOM landmass...anyway to clear up the nasty text that labels the Pangea option as something like "TXT_SCRIPT_PANGEA" as opposed to just Pangea like the other landmass options?

CyberTyrant
Dec 14, 2005, 07:58 AM
Hey Low,

While the whole point of the Random map is to choose RANDOM landmass...anyway to clear up the nasty text that labels the Pangea option as something like "TXT_SCRIPT_PANGEA" as opposed to just Pangea like the other landmass options?

Yes and probably. :crazyeye:

What I mean is, I use to have a text file that went with it to fix that issue, but many people are using other modifications which use that same file. So, to avoid confusion and not make people have to combine the files on their own I thought it was best not to include it.

My 'probably' answer comes from modifying the script itself. I just have to figure it out the correct way. I will eventually fix it as I'm working on a new and improved map script as we speak.

I didn't think the ugly text would be a problem, since using any landmass type other than random defeats the whole purpose of using this script. ;)

LordGek
Dec 14, 2005, 08:49 AM
I didn't think the ugly text would be a problem, since using any landmass type other than random defeats the whole purpose of using this script. ;)

Yeah, just being anal on my part. :sad:

CyberTyrant
Dec 14, 2005, 11:54 AM
Don't worry about it. Just knowing it's there bugs me even if I can't see it. :p

Stone-D
Dec 14, 2005, 12:18 PM
Iow: Looks interesting, I've just downloaded it and I'm gonna try it after my current game ends. Regarding the TXT_KEY thing. Dump the following in the CustomAssets\xml\text folder, call it Random.xml :


<?xml version="1.0" encoding="ISO-8859-1"?>
<Civ4GameText xmlns="http://www.firaxis.com">
<TEXT>
<Tag>TXT_KEY_MAP_SCRIPT_PANGAEA</Tag>
<English>Pangaea</English>
</TEXT>
</Civ4GameText>


Done. :)

CyberTyrant
Dec 14, 2005, 12:28 PM
Iow: Looks interesting, I've just downloaded it and I'm gonna try it after my current game ends. Regarding the TXT_KEY thing. Dump the following in the CustomAssets\xml\text folder, call it Random.xml :


<?xml version="1.0" encoding="ISO-8859-1"?>
<Civ4GameText xmlns="http://www.firaxis.com">
<TEXT>
<Tag>TXT_KEY_MAP_SCRIPT_PANGAEA</Tag>
<English>Pangaea</English>
</TEXT>
</Civ4GameText>


Done. :)

You know, I never even thought of doing that (obviously). :lol: Thanks for the heads-up there Stone-D.

I'm afraid it's all for not now though, as the new script I'm working on now won't require a text file. :D

Stone-D
Dec 14, 2005, 12:40 PM
Oh well, for future reference then. :)

Keep up the good work!

CyberTyrant
Dec 14, 2005, 06:32 PM
I have finished the new script. Much better now, IMO. The first post has been updated and the new file is available. :)

CyberTyrant
Dec 21, 2005, 10:20 AM
The final version has been uploaded. Please check the first post for details. My work here is done (I hope). :D

Kolyana
Dec 21, 2005, 12:36 PM
Could you - pretty please - perhaps look at the TERRA script and see if it can be spified at all? I like playing on Terra maps, but the amount of desert is stiffling.

And - uh - am I to understand that I can't now pick a landmass for yoru script to create? Your script will always give me a random result?

CyberTyrant
Dec 21, 2005, 01:55 PM
Could you - pretty please - perhaps look at the TERRA script and see if it can be spified at all? I like playing on Terra maps, but the amount of desert is stiffling.

It's possible. Now that I'm finished with this one I'm going to see what else can be done. I still have a lot to learn about map scripting. As for reducing desert, that's a pretty quick and easy change to make.

And - uh - am I to understand that I can't now pick a landmass for yoru script to create? Your script will always give me a random result?

That's right. If it wasn't random then it wouldn't be random. :crazyeye:

Kolyana
Dec 21, 2005, 05:18 PM
Agreed, but I kinda liked using your script to create a better version of the current maps, y'know?

Still, nice idea ... this way you won't know what land you're in. There's something to be said for that.

p1e
Dec 25, 2005, 12:24 AM
i have an idea on the landmass thing.

make a Pangaea world with nothing over a hill high then designate fault lines by telling it how fast and in what direction the plates are moving and ask the user how many years he wants to Wait. using basic geology that i don't fully comprehend you will know that when 2 plates crash they make the Himalayas or the Rockey Mountains.

CyberTyrant
Dec 25, 2005, 10:55 AM
i have an idea on the landmass thing.

make a Pangaea world with nothing over a hill high then designate fault lines by telling it how fast and in what direction the plates are moving and ask the user how many years he wants to Wait. using basic geology that i don't fully comprehend you will know that when 2 plates crash they make the Himalayas or the Rockey Mountains.

That's right. Nice idea. Unless I'm mistaken someone from Apolyton has made such a script (or something fairly similar). I don't know exactly how it works as I haven't seen it or tried it, but I know it incorporated plate tectonics. I'm gonna see if I can find it because I'm definately interested in it myself.

Zibby
Jan 01, 2006, 05:46 AM
Ive downloaded your patch, but now everytime I start up civ 4 I get a bunch of error messages saying "Failed to load python module Islands / Hub / ... ..."

Is this normal? Although it doesnt stop me from getting the game to run, Id rather not have to click through these error messages everytime, is there something I can do to stop this from happening? Is this happening to other people?

CyberTyrant
Jan 01, 2006, 09:35 AM
No, that's not normal. It's never happened to me and nobody else that I know of has had this problem. This script has nothing to do with "Islands/Hub..." What are the exact errors you're getting?

I have to assume it's not installed correctly, or you have other edited scripts or python files with problems. (?)

Make sure "random.py" is in the "C:\Documents and Settings\YourName\My Documents\My Games\Sid Meier's Civilization 4\PublicMaps" folder.