View Full Version : [SDK MOD} More Map Sizes


dlordmagic
Nov 29, 2005, 10:29 PM
This is my first sdk mod. A revision of the Xhuge and Giant mod. For the next month or two I will keep available the two file attachments for those who have not upgraded to the 1.61 patch. The two attachments are not an sdk mod. Only version 3 is an sdk mod.

This is what the changes look like for version1.
Click on the image to get a full-size view.

http://img104.imageshack.us/img104/2779/modexample7hv.th.png (http://img104.imageshack.us/my.php?image=modexample7hv.png)

12/O6/05
I am adding version 2 to work specifically with the Terra, Pangea, Oasis, Maze, Mirror, and Tilted Axis(Cause this is a square map) I have added Map scripts with some changes to work with this Mod. Exact details are in the read me file in the mod folder. The other map types work fine with version 1.
The map sizes vary map type to map type . The load times are basically the same except for the land heavy maps and the pangea and the terra maps.

4/29/06
I am adding version three of this mod to work with the 1.61 patch.
Changes are there are now 6 map sizes to choose from instead of two.
2nd change is an SDK mod to allow the use of these additional map sizes.
Most load times are under 10 minutes. Exact details are in the readme file in the download link below. Note Team_Battleground is not supported yet. The featured map is the terra map at 74 x 48 with a 4 x 4 plot structure equalling 296 x 192 map plots. Thats 56,832 plots. Takes about 20 minutes to load on my computer and I have 1.24 Gh AMD Athlon with 1G of Ram. Will be faster or slower depending on your individual computer.

http://www.civfanatics.net/uploads11/sdksixmapsizes.zip

5/19/06

I have added the source changes for those who wish to combine with their source changes.

Alien Invasion Coming in the future.:goodjob:

Morgan UK
Nov 30, 2005, 05:49 AM
It seems to be an invalid link to your map size option mod...?

dlordmagic
Nov 30, 2005, 01:29 PM
I'm learning. I attached the file instead of tryin to link it. just click the attached file instaed of download. Once again sorry bout that.

JamieCiv4Files
Nov 30, 2005, 01:54 PM
I''ve mirrored this file for you at http://civilization4.filefront.com/ dlordmagic :)

Morgan UK
Nov 30, 2005, 02:28 PM
Thanks very much for the correction, and the mirror :)

Morgan UK
Dec 01, 2005, 03:30 AM
Seems to work fine for me and the setup time for the Giant map was only seconds :)

I do wish though that if you select a custom continent map, with one team per continent, then you would get just that and not the two teams that it insists on placing.

The above is nothing to do with your mod but just the way that Civ4 seems to apply those custom game settings.

Well done with your map size mod :)

FexFX
Dec 01, 2005, 07:36 AM
How is the stability on those map sizes in late game?

On a 2.8ghz with 1gb I found that 144x96 was the best I could get decent performance out of in the late game...

dlordmagic
Dec 01, 2005, 01:26 PM
Thanks for checking out my mod Morgan UK, took me close to a week to find the four files to change. Just wanted to give more options to players to choose. As for your reply FexFx, honestly havent gotten to the end game yet,
although the number of troops on the map is most likely the cause of any game crash. Thats what usually caused my civ3 game to lock up on me. Since Civ4 uses animated 3d graphics coupled with python being an interpreted language, it most likely sucks up alot of virtual memory. However I'll look into it to see if that cant be fixed. Recommend getting more Ram or figure out how to change the virtual memory settings. Also try to keep to the 8w by 5h ratio that most of the map sizes seem to be at.

Lots of monkey love from Kmart shoppers. Dont ask I thought it so I said it or wrote it to be more precise.:king:

FexFX
Dec 01, 2005, 01:42 PM
Oh I have kept t
o that ratio, my numbers above were a typo, its 144x92...which is a base 23.

...at any rate, the crashes were seldom on higher levels, but the slowdown was pathetic...and the difference between base 23 adn base 24 was amazing!

Oh and base 23 and base 24:
HUGE is 32x20. (128x80) 10240 Tiles
Base 21 would be: 34x21 (136x84) 11424 Tiles
22 would be: 35x22 (140x88) 12320 Tiles
23 would be: 37x23 (144x92) 13824 Tiles
24 is: 38x24(152x96) 14592 Tiles

I found the performance difference between 23 and 24 was huge.

FexFX
Dec 01, 2005, 09:34 PM
UH-OH...
Something I just learned about my mod which I will wager is also true of your mod...

Terra maps dont work and it is also likely you will have problems with:
Great Plains, Highlands, Hub, Ice Age, Inland Sea, Lakes, Maze, Mirror, Oasis, Pangea, Ring, Team_Battleground, Tilted Axis, Wheel

I have not tested these maps yet pesonally, but I am certain they will suffer strange behavior just as with Terra...

Terra ends up as one big land mass with no water!!!
:cry:

dlordmagic
Dec 02, 2005, 03:10 AM
Thanks for pointing that out I checked to see what you mean. Since that map setting has its own Map sizes it relies more on the python script than on Xml. I guess changing the XML overides some of the map scripting in that file giving it that crappy look. Plus it takes much longer for the map to generate.

Will try to find a way to fix that. Checked your mod out like it I do.:goodjob:

tonedog
Dec 02, 2005, 03:59 AM
what kinda probs? so what maps actually work with your mod then?

FexFX
Dec 02, 2005, 08:33 AM
CONFIRMED
Great Plains, Highlands, Hub, Ice Age, Inland Sea, Lakes, Maze, Mirror, Oasis, Pangea, Ring, Team_Battleground, Terra, Tilted Axis, Wheel
DO NOT WORK WITH SIZE CHANGING MODS!
All of these map scripts result in a single land mass without any water, and climate banding, from ice to arid at the edges gradiating to jungle in the very middle.
Their Scripts specify map sizes.
I attempted to make my own versions of these maps by simply inserting the new map sizes...however this DID NOT work!

The following map types should work without a problem:
Archipelago, Balanced, Continents, Custom Continents, Islands.

dlordmagic
Dec 03, 2005, 04:26 PM
Currently I have changed values in the lakes and inland sea that will work with the Mod will post as soon as correct some more map types.:eek:

Edit: Changing the values were unnessecary.

dlordmagic
Dec 06, 2005, 01:13 AM
I have improved My Mod Please check the thread start.:king:

dlordmagic
Dec 06, 2005, 01:59 PM
Goal of 100+ downloads between Civfanatics and Filefront has been reached. Not bad for a simple Mod. Work will begin shortly on an Alien race Civ. Which will be coupled with this map size mod. What can you expect. The alien race will be far more advanced than any earth civ. Two types will be released. One will be non-playable(akin to the barbarians but there ultimate goal is your ultimate destruction). The other will be playable same goal but in reverse.

dlordmagic
Dec 09, 2005, 11:41 PM
To all would be Map Scripters, I have found out something interesting while trying to make my version 1 mod compatible with all map types. There is a limited number of map sizes which can be used with certain map scripts. They are as follows:
-1 = NO_WORLDSIZE
0 = WORLDSIZE_DUEL
1 = WORLDSIZE_TINY
2 = WORLDSIZE_SMALL
3 = WORLDSIZE_STANDARD
4 = WORLDSIZE_LARGE
5 = WORLDSIZE_HUGE
6 = NUM_WORLDSIZE_TYPES

When using the Def getGridSize the syntax is

def getGridSize(argsList):
"Enlarge the grids! According to Soren, Earth-type maps are usually huge anyway."
grid_sizes = {
WorldSizeTypes.WORLDSIZE_DUEL: (13,8),
WorldSizeTypes.WORLDSIZE_TINY: (16,10),
WorldSizeTypes.WORLDSIZE_SMALL: (21,13),
WorldSizeTypes.WORLDSIZE_STANDARD: (26,16),
WorldSizeTypes.WORLDSIZE_LARGE: (32,20),
WorldSizeTypes.WORLDSIZE_HUGE: (38,24),
WorldSizeTypes.NUM_WORLDSIZE_TYPES: (38,24),
}

The last entry will correspond to any extra map entry in the Worldinfo XML . This change would have to be made to every Map script(copied and renamed is preferred) that contains this definition. :D

Harkonnen
Dec 10, 2005, 07:52 AM
As some might experience lags with late game on superhuge map, I'd suggest visiting this thread in case of memory overuse trouble:
http://forums.civfanatics.com/showthread.php?t=146309

Morgan UK
Dec 10, 2005, 08:55 AM
How is the stability on those map sizes in late game?

On a 2.8ghz with 1gb I found that 144x96 was the best I could get decent performance out of in the late game...

Absolutely no problem at all. Very fast and totally stable :)

dlordmagic
Dec 10, 2005, 11:11 AM
Absolutely no problem at all. Very fast and totally stable :)

Thanks for checking that out for me. Honestly havent been playing much mainly just modding.

dlordmagic
Dec 24, 2005, 09:13 PM
Goal of 300+ downloads has been reached between here and filefront. Woo-hoo!:lol:

dlordmagic
Apr 25, 2006, 10:33 PM
Ive been away for awhile awaiting the sdk to make this mod the best that it could be. I have sucessfully tested the the Xhuge and Giant Mod with some changes in the sdk on the terra map. I will be adding an additional six map sizes. With the possibilty of increasing the max number of civs that can be played at one time. The current number is 18. :goodjob:

keldath
Apr 26, 2006, 02:27 AM
nice work dlordmagic!

dlordmagic
Apr 29, 2006, 05:52 PM
nice work dlordmagic!

Uh thanks I have updated the Mod so you may want to check it out instead.

surt
May 12, 2006, 02:16 PM
To all would be Map Scripters, I have found out something interesting while trying to make my version 1 mod compatible with all map types. There is a limited number of map sizes which can be used with certain map scripts. They are as follows:
-1 = NO_WORLDSIZE
0 = WORLDSIZE_DUEL
1 = WORLDSIZE_TINY
2 = WORLDSIZE_SMALL
3 = WORLDSIZE_STANDARD
4 = WORLDSIZE_LARGE
5 = WORLDSIZE_HUGE
6 = NUM_WORLDSIZE_TYPES

When using the Def getGridSize the syntax is

def getGridSize(argsList):
"Enlarge the grids! According to Soren, Earth-type maps are usually huge anyway."
grid_sizes = {
WorldSizeTypes.WORLDSIZE_DUEL: (13,8),
WorldSizeTypes.WORLDSIZE_TINY: (16,10),
WorldSizeTypes.WORLDSIZE_SMALL: (21,13),
WorldSizeTypes.WORLDSIZE_STANDARD: (26,16),
WorldSizeTypes.WORLDSIZE_LARGE: (32,20),
WorldSizeTypes.WORLDSIZE_HUGE: (38,24),
WorldSizeTypes.NUM_WORLDSIZE_TYPES: (38,24),
}

The last entry will correspond to any extra map entry in the Worldinfo XML . This change would have to be made to every Map script(copied and renamed is preferred) that contains this definition. :D

I utterly hate that they did it this way. They should have had the mod pass the map an expected number of land (and maybe coast) tiles, and let the map script dynamically determine the size of the map from that information. Then you could add as many map size types as you want to a mod, and none of the map scripts would need to care.

I'm updating SmartMap to be compatible with this mod.

goodyhut
May 12, 2006, 02:30 PM
I want to add the sdksixmapsizes mod to another mod so I can run them together. I don't know the files or lines to edit. Could you tell me what I need to do?

RogerBacon
May 13, 2006, 07:22 PM
I want to add the sdksixmapsizes mod to another mod so I can run them together. I don't know the files or lines to edit. Could you tell me what I need to do?

I agree. Please post the source so it can be combined with other SDK mods.

Roger Bacon

goodyhut
May 17, 2006, 05:01 PM
I agree. Please post the source so it can be combined with other SDK mods.

Roger Bacon

I am linking people to this thread.

Nimai_R
May 17, 2006, 09:05 PM
Um. How do you install these? (Newbie at this)
Woops didn't notice the blatent COPY INSTRUCTIONS in the zip file! XD
Frig I did get a runtime error when trying to start a map on Godsize.

dlordmagic
May 18, 2006, 11:46 PM
Um. How do you install these? (Newbie at this)
Woops didn't notice the blatent COPY INSTRUCTIONS in the zip file! XD
Frig I did get a runtime error when trying to start a map on Godsize.

How much Ram do you have and which map script did you use? Have you upgraded to Civs 1.61 patch?

P.S Been watching the NBA playoffs so havent been online much.

dlordmagic
May 18, 2006, 11:48 PM
I am linking people to this thread.

Thanks a bunch!

Where is your thread so I can link to it?

dlordmagic
May 19, 2006, 12:21 AM
I want to add the sdksixmapsizes mod to another mod so I can run them together. I don't know the files or lines to edit. Could you tell me what I need to do?

You will need to have the SDK(I assume you do). I have added the source to the main post. If these files are not in the other Mods source just copy and recompile. If they are present you'll need to add the changes manually so as not to change the integrity of the other mods design. There's one listing in each file so do a Find word search(In the Edit sub Menu entitled Find) type worldsize will take you right to where you need to be. Anything under Huge is all you need to copy. Make sure eveything is lined up as extra blank spaces can cause a program error.

dlordmagic
May 19, 2006, 12:25 AM
I agree. Please post the source so it can be combined with other SDK mods.

Roger Bacon

I have added the source to the main post.

dlordmagic
May 19, 2006, 01:25 AM
I'm updating SmartMap to be compatible with this mod.

thanks I believe this is a first for this mod.

surt
May 26, 2006, 02:02 PM
thanks I believe this is a first for this mod.

It's now compatible with an arbitrary number of map sizes, so it is now compatible with this mod or any other that produces any number of sizes.