View Full Version : [Map Script] Full of resources


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dommain
Feb 12, 2010, 05:09 PM
I am still not able to work with toroidal option with lakes. Its similar issue I had with Three kingdoms mod that I could not figure out. Sometimes it works, some times it does not.


def recognizeMOD() :
global is_BtS_FFH2
global is_BtS_FF
global is_BtS_ROM

is_BtS_FFH2 = False
if BtS and "Fall from Heaven 2" in modName : is_BtS_FFH2 = True

is_BtS_FFH2 = False
if BtS and "Rise from Erebus" in modName : is_BtS_FF = True

is_BtS_FF = False
if BtS and "Fall Further" in modName : is_BtS_FF = True

Sto
Feb 13, 2010, 02:48 AM
I am still not able to work with toroidal option with lakes. Its similar issue I had with Three kingdoms mod that I could not figure out. Sometimes it works, some times it does not.


is_BtS_FFH2 = False
if BtS and "Rise from Erebus" in modName : is_BtS_FF = True


You should have the same value. You have to replace the test for FfH2 or the one with FF (I guess the MOD don't use the animal civ like in FF so use the FfH2 one). Because you can't have 3 tests, you have to replace the FfH2 sentence or the FF sentence ... if not, the value will be reseted after being taken in count.

I don't know what you mean about the toroidal option of lakes ? what happen ? may you post the logs when you get the error please so i can figure what happened (like described in the first post of the thread).

Tcho !

edit : here the code

def recognizeMOD() :
global is_BtS_FFH2
global is_BtS_FF
global is_BtS_ROM

is_BtS_FFH2 = False
if BtS and "Rise from Erebus" in modName : is_BtS_FFH2 = True

is_BtS_FF = False
if BtS and "Fall Further" in modName : is_BtS_FF = True

dommain
Feb 13, 2010, 03:11 AM
I don't know what you mean about the toroidal option of lakes ? what happen ? may you post the logs when you get the error please so i can figure what happened (like described in the first post of the thread).





Messed up with the code from looking at 2 similar places, RIFE has lost of difrent barbs fo the FF work better

if BtS and "Rise from Erebus" in modName : is_BtS_FF = True

When I select the option, no error happens. Half the time the north and south edges never connect.

Sto
Feb 13, 2010, 03:22 AM
When I select the option, no error happens. Half the time the north and south edges never connect.

Ok that's forced in the script by Sirian because of Soren wich didn't whant to have land at pole with lakes (don't know the reason).

Try the attachement where I removed remove water at poles for wrapY. Tell me if you ecounter a problem ... You have to copy the script and replace recognizeMOD() also (I've not understood if the MOD used the FF animal civ or not).

Tcho !

exodustpa
Feb 18, 2010, 09:55 AM
This map script does not seem to work with Total War mod for me, everytime i even try to select the map script i get a CTD immediately. Is this an error with my computer only or a compability issue with the Mod.

Sto
Feb 18, 2010, 10:58 AM
This map script does not seem to work with Total War mod for me, everytime i even try to select the map script i get a CTD immediately. Is this an error with my computer only or a compability issue with the Mod.

If you don't have any problem without the MOD. So this is a problem of compatibility with the MOD, language or a bug from the script enlighted by this MOD.

I will not been able to check that until I get back my copy of civIV. So Would you check if there is an error in "MapGenerationDbg.txt" located in "your documents/my games/civIV full of resources". Just look for "error" with notepad just after the crash (the file is overwritten on initialization).

Tcho !

Edit, sry you should look in "MenuDbg.txt" and not "MapGenerationDbg.txt".

exodustpa
Feb 21, 2010, 08:35 AM
I didnt find any error in the file u asked me to look in. I attached a copy of it so you could take a look at it.

Sto
Feb 21, 2010, 09:02 AM
I didnt find any error in the file u asked me to look in. I attached a copy of it so you could take a look at it.

Thank you for the logs ... There is a problem when reading xml. So I need to test that myself and I don't know when that will be possible sry. Perhaps the next week

Tcho !

dommain
Feb 22, 2010, 01:43 AM
Ok that's forced in the script by Sirian because of Soren wich didn't whant to have land at pole with lakes (don't know the reason).

Try the attachement where I removed remove water at poles for wrapY. Tell me if you ecounter a problem ... You have to copy the script and replace recognizeMOD() also (I've not understood if the MOD used the FF animal civ or not).

Tcho !

If you could remove the water, could you pick how much water to be at the pole? Like to have 5 squares with ocean in the center line? I wanted the map to be like a box and that is the closest map script.

RIFE uses the animals and then some. It has at least a dozen more animals and each can have its own burrow.

MasterYodaFin
Mar 28, 2010, 04:37 AM
I'm using Rise of Mankind mod and trying to generate map with this full of resources, but a game won't get loeded and stucks to about 20%.. And when I check my Task Manager in Windows, the game has crashed..

http://forums.civfanatics.com/attachment.php?attachmentid=247838&stc=1&d=1269772603

Sto
Mar 28, 2010, 07:44 AM
I'm using Rise of Mankind mod and trying to generate map with this full of resources, but a game won't get loeded and stucks to about 20%.. And when I check my Task Manager in Windows, the game has crashed..

http://forums.civfanatics.com/attachment.php?attachmentid=247838&stc=1&d=1269772603

the generation of Full of Resources with a big size of map take a long time. And while the generation you can't stop civIV and the status of the game is not responding. This is how civIV is made and not full of resources cause. There shouldn't be an endless loop with it. If the script crash, you go back to desktop (and this is the other log needed for generation ^^)

For the biggest size in RoM the script get more than 20 min to generate depending on the options chosen. The status bar won't refresh in this case so you will have always 20% done showned.

Tcho !

MasterYodaFin
Mar 28, 2010, 01:03 PM
the generation of Full of Resources with a big size of map take a long time. And while the generation you can't stop civIV and the status of the game is not responding. This is how civIV is made and not full of resources cause. There shouldn't be an endless loop with it. If the script crash, you go back to desktop (and this is the other log needed for generation ^^)

For the biggest size in RoM the script get more than 20 min to generate depending on the options chosen. The status bar won't refresh in this case so you will have always 20% done showned.

Tcho !

K, thanks! I'll let it roll long enough next time.. ^^

gutenstagl
Apr 13, 2010, 03:47 PM
I've been having a problem where I set the value for tundra and ice at sparse, and when I generate the map the entire world is covered with tundra and ice. I'd like to not have to set it to remove these terrains completely...perhaps I am doing something wrong? I've using it with Rise of Mankind if that makes a difference.

Sto
Apr 14, 2010, 03:37 AM
I've been having a problem where I set the value for tundra and ice at sparse, and when I generate the map the entire world is covered with tundra and ice. I'd like to not have to set it to remove these terrains completely...perhaps I am doing something wrong? I've using it with Rise of Mankind if that makes a difference.

Yes RoM is probably the source of the error in my script. Either if there is a bug in the script or a change in the terrain generation of RoM. would you post the map generation debug when you get the bug so i can check where in the script there is a problem please ?

Tcho!

Jabarto
Apr 14, 2010, 12:23 PM
I'm having a weird issue when using FOR with my personal mod. When I set up the map and go to select my leader/civ, after I make a selection, the dropdown menu turns grey and I can' select it again. The first time this happened I tried to start the game anyway, but when I clicked on "Start game", nothing happened. I tried to go back to the main menu, and nothing happened with that, either.

My mod isn't public yet, but here are the logs you need. The mod in question is called "JabMod" and is based off of REVDCM, if that matters.

Sto
Apr 14, 2010, 01:27 PM
I'm having a weird issue when using FOR with my personal mod. When I set up the map and go to select my leader/civ, after I make a selection, the dropdown menu turns grey and I can' select it again. The first time this happened I tried to start the game anyway, but when I clicked on "Start game", nothing happened. I tried to go back to the main menu, and nothing happened with that, either.

My mod isn't public yet, but here are the logs you need. The mod in question is called "JabMod" and is based off of REVDCM, if that matters.

thank you for the logs ... There is a problem probably with REVDCM since i don't think you have touch replay info or player activation. I try to recognize the current MOD by creating a dummy replay info of the active player -1 (the only way i've found to recognize the mod before game init). But there is a bug, so the active player is probably set to -1 and not reset to 1 (or any player in MP). I will reinstall civ4 soon and check that all. And at least make so there is not a bug with your MOD since there is no special impl for it.

Tcho !

Edit : you can try to launch FoR by commenting lines 12244 to 12272 (all the test that begin with "if not isPbemOrHseat :") if you want. The script will skip the mod recognization with the dummy replay info and try to recognize it only by xml.

bakshi
Apr 21, 2010, 10:01 AM
I just downloaded this script and was wondering how do I get it to work? So far I have tried and it seems I keep getting standard map resources.

Sto
Apr 21, 2010, 11:30 AM
I just downloaded this script and was wondering how do I get it to work? So far I have tried and it seems I keep getting standard map resources.

If you get the screen when you select the script, have you change the resources settings ?
By default the script generate a map close to default ones.

If you don't get the screen when you select the script, please post the logs like specified in the first post.

Tcho !

bakshi
Apr 21, 2010, 04:31 PM
If you get the screen when you select the script, have you change the resources settings ?
By default the script generate a map close to default ones.

If you don't get the screen when you select the script, please post the logs like specified in the first post.

Tcho !

Yes I got the screen and changed the resource thing to 150 happy 120 strat and like 170 food.

What numbers should I set those at to get a nice map with at least every city has about the same numbers as a capital on a normal map.

Sto
Apr 22, 2010, 01:58 AM
Yes I got the screen and changed the resource thing to 150 happy 120 strat and like 170 food.

What numbers should I set those at to get a nice map with at least every city has about the same numbers as a capital on a normal map.

the numbers you have changed are the resources proportions. This is explained in the help button. That change the distribution of resources and not the quatity.

You have to choose first if you want to skip normal placement and add some res or replace all. Then you can add res by 3 way (or a combination of them):
_ set a % of tiles filled with res.
_ multiply some amount of existing res.
_ place some extra res in different zones.

If you just want a little more res ... just set a percentage of tiles filled with res about 10% and play with it until you get what you want.

Tcho !

WhimpyCiv
May 07, 2010, 06:15 AM
Yes RoM is probably the source of the error in my script. Either if there is a bug in the script or a change in the terrain generation of RoM. would you post the map generation debug when you get the bug so i can check where in the script there is a problem please ?

Tcho!

OK, doesn't look like the OP has posted the debug. I'm having the same problem that he was having (setting Tundra to 'sparse' and getting a LOT of tundra). Unfortunately, I have no idea how to get a 'map generation debug' to post. Could you (or someone) tell me how to do this, or point me to directions?

Also, I don't really understand the help files. (Probably more a problem with me than with the files!) I am getting hardly *any* horses on the map. How do I increase the appearance of specific resources (or even specific categories of resources)?

Again, like the OP, I am using RoM.

Sto
May 07, 2010, 06:53 AM
OK, doesn't look like the OP has posted the debug. I'm having the same problem that he was having (setting Tundra to 'sparse' and getting a LOT of tundra). Unfortunately, I have no idea how to get a 'map generation debug' to post. Could you (or someone) tell me how to do this, or point me to directions?

Also, I don't really understand the help files. (Probably more a problem with me than with the files!) I am getting hardly *any* horses on the map. How do I increase the appearance of specific resources (or even specific categories of resources)?

Again, like the OP, I am using RoM.

How to report a bug :

- please post a zip of "MapGenerationDbg.txt" and "MenuDbg.txt" located in "My documents\My Games\CivilizationIV Full of Resources" with the description of what happened. These 2 debug files are a great help to determinate a bug if I can't reproduce it.


This will give some infos to check what happened. Anyway i will reinstall civ this weekend and check that (and all). That' probably a recent change made in RoM i don't handle.

To generate more resources you have the choices in the resources tab :

_ generate default ones or not (just some little changes or redo all). if you choose to replace all res, you have to select %age of tiles you want some res.
_ multiply some res : select horse and put *3 for an example. but if horses are really scarse that's perhaps better to place one for each player.
_ add some starting res : select the res or type you want to add, the number and the zone you want to place them. (a resource is added if it can be placed for all players in this case)

Tcho !

WhimpyCiv
May 08, 2010, 02:17 AM
This will give some infos to check what happened. Anyway i will reinstall civ this weekend and check that (and all). That' probably a recent change made in RoM i don't handle.

OK, here's the file. I generated it using ROM/AND, and set the Tundra to 'traces,' and it seems that tundra appears on most of the map. Also, I couldn't find any horses, if there were any.

To generate more resources you have the choices in the resources tab :

OK, I'm not whatchacall the sharpest knife in the drawer ... so, how do I set it so that a reasonable number of people (say, about half of us) get access to horses in the general vicinity of their start location?

Sto
May 08, 2010, 04:38 AM
OK, I'm not whatchacall the sharpest knife in the drawer ... so, how do I set it so that a reasonable number of people (say, about half of us) get access to horses in the general vicinity of their start location?

the generation of resources depend a lot on the map and terrain so there is no magic settings. The starting location add res for all players so the best to have more horse but not too many is too multiply the number of horse ... and make some little tests on a small map.

You are running the version 3.00 of the script -> you should update it. The version of the script updated for RoM is 3.08. Anyway i don't see RoM in the list of mods so that should not work also. I will check that monday. But you can try that ^^.

Tcho !

WhimpyCiv
May 08, 2010, 11:46 PM
You are running the version 3.00 of the script -> you should update it. The version of the script updated for RoM is 3.08. Anyway i don't see RoM in the list of mods so that should not work also. I will check that monday. But you can try that ^^.

I *think* I got the latest version of FoR and tried it again. Log files attached. Same problem, way too much tundra even though I set it to 'traces' (only), no horses that I can see.

Sto
May 14, 2010, 08:45 AM
I *think* I got the latest version of FoR and tried it again. Log files attached. Same problem, way too much tundra even though I set it to 'traces' (only), no horses that I can see.

There is not the version in the logs and it seems you don't play a mod. What should I do with these logs ?

You have to run the mod with the settings that cause problems and send them after generation.

Tcho !

Edit : I've checked some maps whis RoM and Traces for setting for Tundra. I've got no problem.

Sto
May 14, 2010, 08:54 AM
I'm having a weird issue when using FOR with my personal mod. When I set up the map and go to select my leader/civ, after I make a selection, the dropdown menu turns grey and I can' select it again. The first time this happened I tried to start the game anyway, but when I clicked on "Start game", nothing happened. I tried to go back to the main menu, and nothing happened with that, either.

My mod isn't public yet, but here are the logs you need. The mod in question is called "JabMod" and is based off of REVDCM, if that matters.

I've checked REVDCM and I get no problem. So if you want me to check if there is a problem or adapt it you have to give a version of your MOD. Or warn me when it is released.

Tcho !

Sto
May 14, 2010, 09:18 AM
I didnt find any error in the file u asked me to look in. I attached a copy of it so you could take a look at it.

Total WAR mod have changed the way to generate resources and this is not simple to change. I need to redo all resource generation and this is far from easy.

Tcho !

Sto
May 14, 2010, 09:26 AM
version 3.11 :

- a change to recognize BtS for some steam version.
- removed the water at poles for lakes.
- include the most popular FfH mods to get the FfH tab.
- Fix a bug with starting locations for MODs with multiple barbarian civilizations.

Tcho !

dommain
May 14, 2010, 03:28 PM
FFH Wild Mana is adding deep ocean terrain. does the map script handle that?

Sto
May 17, 2010, 09:31 AM
FFH Wild Mana is adding deep ocean terrain. does the map script handle that?

I don't see any other terrain in the xml or when I try a default map. So i don't understand what you refer to. Try it and tell me if this is missing.

Tcho !

dommain
May 22, 2010, 10:37 PM
It is missing from the map generation in full of resources.

To see it you have to use the Erebus map generator so I think its part of the map script.

dommain
Jun 29, 2010, 02:59 AM
It is missing from the map generation in full of resources.

To see it you have to use the Erebus map generator so I think its part of the map script.

I also cannot get the resources to spawn into the lakes like I used to using the Chess map script. It seems to only be placing kelp forests and rocks.:confused:

Sto
Jun 29, 2010, 07:40 AM
I also cannot get the resources to spawn into the lakes like I used to using the Chess map script. It seems to only be placing kelp forests and rocks.:confused:

For the deep ocean. I've genrerated archipelago with FoR and got some.
For Chess i've generated a large sea setting with lots of water resources and got a normal chess map with some res in lakes. Either you got a bug (and i need the logs to check that if you can reproduce it) or kelp prevent some bonus to be placed (but i doubt about that).

Tcho !

dommain
Jun 29, 2010, 04:25 PM
I am trying to generate the water resources in RIFE. Selecting water as the option for the walls. None of the normal resources spawn into the wall of water any more like it used to but it spawns normally in the regular water generations. What logs do you need? I am not able to enable the python logs due to my installation never generating the civilization.ini

Sto
Jun 30, 2010, 04:51 AM
I am trying to generate the water resources in RIFE. Selecting water as the option for the walls. None of the normal resources spawn into the wall of water any more like it used to but it spawns normally in the regular water generations. What logs do you need? I am not able to enable the python logs due to my installation never generating the civilization.ini

Ok I got the same with RIFE also. and I don't understand why for the moment. I'll check that later.
To post logs for FoR, you don't have to enable logging. Just read the first post of the thread "how to report a bug".

Tcho !

dommain
Jun 30, 2010, 01:22 PM
I could not post one the original files because it was over several megs. I just started a new one and ran one map script. I notice I saw a haunted lands on water in one spot. This is supposed to be a land type terrain. I also have trouble having it connect from the Poles some times depending on which civilization is in the game but this map run did not lose it. If the civilization mods the terrain trough out the game or flavor terrain enabled in the game, I tend to lose the north and south polar wrap.

256787

256788

256789

vincint2002
Jul 03, 2010, 06:25 PM
Does anyone know why I am not getting any Flood Plains on any of the maps I make with this script? I'm pretty sure its just something I turned off or tweaked a little, just not sure what; I don't see any option the specifically states that it will remove Flood Plains.

dommain
Jul 05, 2010, 11:05 PM
There is a option for percent of floodplains. The percent of desert that will be flood plains.

Sto
Jul 07, 2010, 07:57 AM
Does anyone know why I am not getting any Flood Plains on any of the maps I make with this script? I'm pretty sure its just something I turned off or tweaked a little, just not sure what; I don't see any option the specifically states that it will remove Flood Plains.

There is no such option. If you have a river with desert oyu should have flood plains. Do you have a desert with a river and no flood plain ? If that's the case i need the logs if you can reproduce the bug.

Tcho !

Jabarto
Jul 07, 2010, 11:31 PM
I've checked REVDCM and I get no problem. So if you want me to check if there is a problem or adapt it you have to give a version of your MOD. Or warn me when it is released.

Tcho !

Heh, I just now noticed this. :blush:

I got FoR to work by commenting out the lines you mentioned, and since REVDCM has been updated, maybe the problem is gone?

In any case, thanks for the heads up.

Bigben34
Sep 09, 2010, 09:16 AM
Great Map generator, but I would like to know if there is any way to add perfect world and/or global highlands maps to it as options?

Please respond if you know...

Thanks!

Sto
Sep 09, 2010, 09:21 AM
Great Map generator, but I would like to know if there is any way to add perfect world and/or global highlands maps to it as options?

Please respond if you know...

Thanks!

About Perfect world, i won't integer it. But for highlands : you can take lakes map script and play with terrain/peak/hills to get a highlands map.

Tcho !

Bigben34
Sep 09, 2010, 09:37 PM
Ahh yes, but I like the varied continents that global highlands makes, not the regular highlands. Only other generators that make truly varied continents are archipelago, but PW makes cool terrain features.

Any way to add the global highlands?

Also, is there anyway to make ridgeline peaks?

Thanks!

Bigben34
Sep 10, 2010, 11:20 PM
Any way to incorporate at least the ridgeline peaks?

Your program is one of the best I've ever seen for any software interface, not just a map in a game.

Thanks

Sto
Sep 12, 2010, 02:01 AM
Ahh yes, but I like the varied continents that global highlands makes, not the regular highlands. Only other generators that make truly varied continents are archipelago, but PW makes cool terrain features.

Any way to add the global highlands?

Also, is there anyway to make ridgeline peaks?

Thanks!

I don't know global highlands ... but if you like archipelago, perhaps with playing on peak/hill you 'll get something near.

About the ridgeline peaks, i'll look this week if i can do a quick option for that. What do you expect for this option?

Tcho!

vincint2002
Oct 16, 2010, 10:44 PM
I have been using this map script for a while now, using the custom continents option. For some reason I only seem to get one to three luxury resource(s) per continent.

I have the resource tab at the default settings, so maybe that is why I am not seeing them show up.

Does anyone have any input on this?

ERLoft
Oct 17, 2010, 01:52 PM
Hey Sto, are we going to see a version of this for CiV? (I sure hope so!)

zepitou
Oct 18, 2010, 06:46 AM
I would also love a Civ5 version!

Sto
Nov 19, 2010, 06:03 AM
About the civV version i don't know :).
Just bought the game 2 weeks ago and started a few modding. the importance of resources is really different from civ IV and i don't know yet if i can input a lot of options like in civIV. I'll tell if i begin such a map script.

Tcho !

Sorry for late answer didn't get the notification.

dommain
Nov 21, 2010, 03:16 PM
Is there a way to configure how far sea resources are away from land? FFH mod Wildmana has civilization with 3 squares fat cross and would fit it in there city square if it was placed farther out.

Sto
Nov 22, 2010, 06:52 AM
Is there a way to configure how far sea resources are away from land? FFH mod Wildmana has civilization with 3 squares fat cross and would fit it in there city square if it was placed farther out.

I've not made this option for third ring. I don't think think this would be easy to configure since there ae a lot of precalculations.

Tcho !

dommain
Nov 22, 2010, 03:15 PM
I've not made this option for third ring. I don't think think this would be easy to configure since there ae a lot of precalculations.

Tcho !

I know, I was looking at them and couldn't find one directly related to distance from land. just amount per water squares and closeness calculations. :crazyeye:

Sto
Nov 22, 2010, 03:28 PM
I know, I was looking at them and couldn't find one directly related to distance from land. just amount per water squares and closeness calculations. :crazyeye:

for regular placement. go to line 7625 and put :
cityRings = rings[1] + rings[2] + rings[3]


for starting resources just tell me if you need that's a bit more complicated. I've not tested but that should work.

Tcho !

Caradoc
Dec 10, 2010, 03:16 PM
Sto, I just moved to Win7 and have an odd problem. The water% for Archipelago seems to be stuck at 78, and I mean really stuck. I can change the number, but I always get 78. And no matter what I save, the screen always comes up 78. I tried using the Reset buttons and various save/load schemes but next time I started FofR, it came up 78. This also happens for the range setting. All the other settings seem to stay changed when I change them. The script is seeing that I'm playing FFH Wildmana and is generating everything correctly.

I'm attaching a zip with the folder.

Sto
Dec 10, 2010, 05:53 PM
Sto, I just moved to Win7 and have an odd problem. The water% for Archipelago seems to be stuck at 78, and I mean really stuck. I can change the number, but I always get 78. And no matter what I save, the screen always comes up 78. I tried using the Reset buttons and various save/load schemes but next time I started FofR, it came up 78. This also happens for the range setting. All the other settings seem to stay changed when I change them. The script is seeing that I'm playing FFH Wildmana and is generating everything correctly.

I'm attaching a zip with the folder.

ty for the logs .. i see no errors. The range value should be between 60 and 90. have you tried to click the verify button after entering a new value there and see what it show ?

I've checked it with xp and got no problem to change water percentage.

Tell me what the verify button do (try also random between 2 values. the same to catch the one you want). If you have still the bug i'll make a version with more log to see what happen there.

Tcho !

Caradoc
Dec 11, 2010, 11:06 AM
Thanks for the fast reply. I'm setting up to play the new Master of Mana (was Wildmana) and it's just not the same without FofR. Since it does not have FFH in the name, the FFH tab does not come up. I have not tried renaming.

I tried the Verify button and whatever I typed for water% got changed back to 78. But for the range values, sometimes Verify would reset them to 60 and 90, but sometimes Verify would let my values stay. When they did, the map generated correctly, so I'm good to go. The new values were saved and are now the defaults.

I'm tempted to blame this on Win7 and the way it creates pseudo-users. Maybe something is not getting the permission to overwrite an existing value.

Sto
Dec 11, 2010, 11:32 AM
Thanks for the fast reply. I'm setting up to play the new Master of Mana (was Wildmana) and it's just not the same without FofR. Since it does not have FFH in the name, the FFH tab does not come up. I have not tried renaming.

I tried the Verify button and whatever I typed for water% got changed back to 78. But for the range values, sometimes Verify would reset them to 60 and 90, but sometimes Verify would let my values stay. When they did, the map generated correctly, so I'm good to go. The new values were saved and are now the defaults.

I'm tempted to blame this on Win7 and the way it creates pseudo-users. Maybe something is not getting the permission to overwrite an existing value.

you can add the new ffh mod at the beginning of the script (or ff mod if based on ff) :
FF_Mods = ["Fall Further", "Orbis", "FFH Wild Mana", "Rise from Erebus"]

About the selection. i think the problem comes from python or os. When you hit the verify button, it just verify if the values you have entered are readable by the scipt and reset them if there is an error. I don't think i can do something about that. Glad you can enter your value with range. it's strange the problem only occur with this value. tell me if you encounter another one, i'll give you a log version to check what the script read for the entry.

Tcho !

dommain
Dec 14, 2010, 02:57 AM
you can add the new ffh mod at the beginning of the script (or ff mod if based on ff) :
FF_Mods = ["Fall Further", "Orbis", "FFH Wild Mana", "Rise from Erebus"]

!
This does not work for the current mod. There is to many additions for the script to handle. :crazyeye: :mischief:

edit: Public release in its first stage. http://www.masterofmana.com/

dommain
Dec 22, 2010, 04:37 AM
still cannot configure the temple, witch and mana shrine spawn rate and location where it can spawn. I do not know if its generated on map gen or after.

Yerand
Feb 13, 2011, 06:07 PM
I'll enjoy the creation mapscript added

bakshi
Feb 18, 2011, 12:06 PM
If I load the script I just downloaded will it be full of resources or do I have to set it up?
If I do how?

Sto
Feb 24, 2011, 04:00 AM
I'll enjoy the creation mapscript added
i won't integer a non-released map unless the creator ask me to do so.

If I load the script I just downloaded will it be full of resources or do I have to set it up?
If I do how?
you'll have about a default map script if you let all settings by default, but with a lot of improvements like starting locations and some bad happening that won't hapen with some kind of map scripts. If you want to have more resources , go to the resource tab and adjust settings by reading the tool tips.

Tcho !

dommain
Mar 03, 2011, 03:11 AM
Is there a chance of adding an option to modify the default dimension of the map like in smart map?

Sto
Mar 03, 2011, 05:36 AM
Is there a chance of adding an option to modify the default dimension of the map like in smart map?

the map script handle any size of map. But you have to play a mod that allow more map sizes or simply create one (only 1 xml to modify for personal use).
I don't do it directly in the script because there is a problem with maintenance costs the map script can't modify.

tcho !

Krogan
Mar 16, 2011, 04:39 PM
Love this script, used it for so many games in civ 4. What I am wondering is if you are planing to release a similar script for civ 5 or if anyone else knows of one (haven't been able to find one) that already exists.

Sto
Mar 17, 2011, 09:09 AM
Love this script, used it for so many games in civ 4. What I am wondering is if you are planing to release a similar script for civ 5 or if anyone else knows of one (haven't been able to find one) that already exists.

i've just made some homemade improvements since it seem civV is playable now with the last patch. However i have to get a good overview of the resources distribution i want to see and options to change gameplay. Since the map generators are really better in civV compare to civIV, i don't feel like beginning full of resources for civV yet.

Tcho !

Krogan
Mar 17, 2011, 04:37 PM
That's true, I guess you didn't intend for people to use the script the way I did :) I used it to remove all the "dead tiles" as I call them tundra, snow, desert while increasing rivers, goody huts, forests and things like that :) I just like playing in a true paradise.

omnimutant
Apr 04, 2011, 06:07 PM
Wow this is great. Thanks for all your effort. I ask if it's possible to support other map types such as Oasis(allow player to start on coast) / Rain forest / Boreal etc.

I'm really impressed with this.

Regul
Apr 19, 2011, 02:49 PM
Thx the effort, unfortunatly the mapscript isn't working.
Tested it under BtS and Realism Invictus mod in last versions. The game crashes all the time short after selecting the script. I put the script in the public maps...each single time in the mod pm's also the BtS pm's, even Civ4 pm's. Allways the same result.
Is there a problem with win7 64bit or anything else known?

Sto
Apr 24, 2011, 08:17 AM
Wow this is great. Thanks for all your effort. I ask if it's possible to support other map types such as Oasis(allow player to start on coast) / Rain forest / Boreal etc.

I'm really impressed with this.

i don't plan to add more maps for the moment. I'll see if i can do that.

Thx the effort, unfortunatly the mapscript isn't working.
Tested it under BtS and Realism Invictus mod in last versions. The game crashes all the time short after selecting the script. I put the script in the public maps...each single time in the mod pm's also the BtS pm's, even Civ4 pm's. Allways the same result.
Is there a problem with win7 64bit or anything else known?

Have you tried without mod to see if this is a problem with civIV or the mod ?

Loke.be
Jul 17, 2011, 09:34 AM
Have you tried without mod to see if this is a problem with civIV or the mod ?

Have that too... Mod works fine, map generator works fine but both together just crash the game when you setup your game and select the map generator.

fighterf18
Aug 06, 2011, 05:08 AM
downloaded it and now i cant extract the files coz its zipped, and so i left it like that and tried to play it, but i selected it and it shut Civ down :(

Sir Spanky
Oct 04, 2011, 10:36 AM
I use this script to play on 60x40 (about 4 times larger than huge) worlds. It runs great! Thanks again Sto. If you haven't unzipped it will not work and will CtD your game. Make sure you have it in the correct location, in the program files section or steam section not the documents and settings location of Civ IV BtS

X:\Steam\steamapps\common\sid meier's civilization iv beyond the sword\PublicMaps

Location of scripts... Also, if you use a mod

X:\Steam\steamapps\common\sid meier's civilization iv beyond the sword\Beyond the Sword\Mods\Realism Invictus\PublicMaps

Try thank, replace the steam stuff with program files if you don't have steam and of course if you use direct to drive, I am sorry.

Sir Spanky
Oct 05, 2011, 10:38 AM
Sto,

Any Idea if your script works with the Pit Boss application? Or I should ask how it can be edited with pitboss application?

I am assuming a person has to log into the PitBoss Lobby as an admin and change the settings. I am going to try this today, just didn't know if you knew of any other people that have tried it.

Sto
Oct 05, 2011, 11:04 AM
Sto,

Any Idea if your script works with the Pit Boss application? Or I should ask how it can be edited with pitboss application?

I am assuming a person has to log into the PitBoss Lobby as an admin and change the settings. I am going to try this today, just didn't know if you knew of any other people that have tried it.

I never used PitBoss so i don't know.

But this should work this way (all players have to get the script before starting -> transfert won't work) :

_ The hosting player do the selection and you'll have an <out of sync>, then other players leave and reconnect at the start of the game.

_ Or the hosting player make the selection in any multiplayer menu, save the selection and exit. then send the file "_Multiplayer_config.cfg" located in your documents/My Games/CivilizationIV Full of Resources to other players (they put it in the same folder). This way there should not be any out of sync.

Unfurtunately it's impossible to send custom data before the generation of the map. Thi is the only way i found. With the file, at least all players can check the settings before starting by loading it.

tell me if you encounter a problem.

Sir Spanky
Oct 05, 2011, 11:28 AM
Thank you Sto.

I am using your Script in a mod, so if I create the _mulitplayer_config.cfg prior to and included it in the mod, as long as they place it in the correct folder everything should be ok and no oos. I will test this in the coming days and will let you know. Thank you again!

Sto
Oct 05, 2011, 11:31 AM
Thank you Sto.

I am using your Script in a mod, so if I create the _mulitplayer_config.cfg prior to and included it in the mod, as long as they place it in the correct folder everything should be ok and no oos. I will test this in the coming days and will let you know. Thank you again!

the file _Multiplayer_Config.cfg is rewritten each ime your exit the screen in a multiplayer menu ->

_ send it just before generating the map at other players after exiting the FoR screen.

Sir Spanky
Oct 05, 2011, 11:35 AM
Ahh, Ok! Thanks again.

RJ_Civ4
Oct 19, 2011, 10:26 AM
I love this map generator but I have an annoying problem for me that I don't know how to fix. There is that option for Ground where you set the smallest size a land mass / island can be. It's suppose to erase any lands that are below that size as I understand it. Problem is the default is 1 and I can't change it. Doesn't matter what number I put in there it reverts back to one even if I save it. If I do "Verify" like I read somewhere around here for a similar problem it just goes back to 1.

So I get maps with alot of little islands when I just like continents mostly or small islands. Even the pangea(sp?) I'm playing now has some small islands when it's suppose to be 1 huge continent. I've looked at the files that come with the download but I can't figure out where the default setting of 1 is stored even if I do a save to my own map file.

I was thinking if I can't change it there I could atleast edit the default number to use all the time. Hope someone still checking this site cause I love the flexibility of resource management and nice maps but that part is really annoying so I been using Smartmap which does really nice continents without alot of strips of lands.

Sto
Oct 19, 2011, 11:52 AM
I love this map generator but I have an annoying problem for me that I don't know how to fix. There is that option for Ground where you set the smallest size a land mass / island can be. It's suppose to erase any lands that are below that size as I understand it. Problem is the default is 1 and I can't change it. Doesn't matter what number I put in there it reverts back to one even if I save it. If I do "Verify" like I read somewhere around here for a similar problem it just goes back to 1.

So I get maps with alot of little islands when I just like continents mostly or small islands. Even the pangea(sp?) I'm playing now has some small islands when it's suppose to be 1 huge continent. I've looked at the files that come with the download but I can't figure out where the default setting of 1 is stored even if I do a save to my own map file.

I was thinking if I can't change it there I could atleast edit the default number to use all the time. Hope someone still checking this site cause I love the flexibility of resource management and nice maps but that part is really annoying so I been using Smartmap which does really nice continents without alot of strips of lands.

The map script does not change the generation of plots except with some other settings. This setting is meant to remove the little islands after generation and not define the landmass before generation.

the defaults limits for this setting is between 1 and 7 (1 does nothing, since any landmass has at least an area of 1 tile). i've been able to change this setting without problems in this range.

If you want to change these limits you can edit the script in "def initValueLimits():" around line 15446 :

limitTerrain["island"] = {
"description" : getSMenuText("TXT_TERRAIN_ISLAND") ,
"porder" : 9 ,
"nbtilesminisland" : {
"porder" : 0 ,
"parent" : "" ,
"limit" : [1,7] ,
"drawfunc" : "Value" ,
"txttag" : "TXT_TERRAIN_NBTILESMIN" ,
"cbfunc" : "Sto_DummyCallback" ,
"tooltip" : ["TXT_TERRAIN_TIP_NBTILESMIN", ""] ,
"listitem" : None ,
"listcomp" : None ,
"nbperline" : None
}
}


Tcho !

RJ_Civ4
Oct 19, 2011, 01:50 PM
Great, didn't think you'd still be around checking. Thx for quick reply. Didn't know about the limit.. I was always doing atleast 10. Gonna check it now.. See how it works.

Worked good.. thx.. Perfect map generator.

Loke.be
Dec 23, 2011, 12:38 AM
Any news about compatibility with Realism Invictus? Would be very nice to be able to use your map script with this mod. (Best mod ever imo)

Sto
Dec 23, 2011, 05:07 AM
Any news about compatibility with Realism Invictus? Would be very nice to be able to use your map script with this mod. (Best mod ever imo)

i'll get a try after chrismass. do you have the log of the crash (in the for folder) please?

Loke.be
Dec 23, 2011, 05:56 AM
Would be very kind of you!
Which file do you need exactly?

Sto
Dec 27, 2011, 05:52 AM
Any news about compatibility with Realism Invictus? Would be very nice to be able to use your map script with this mod. (Best mod ever imo)

I found a bug that prevented the screen to show up. However it crashed on the game initialization. Sorry but the problem seems to be complex with some module of realism invictus. I tried to remove some components of the script without success and i have no log to help.

dommain
Dec 30, 2011, 12:06 AM
Is there any way to force both pole axis to be crossable. I have generated maze map many time and the poles are almost never crossable.

Sto
Dec 30, 2011, 04:39 AM
Is there any way to force both pole axis to be crossable. I have generated maze map many time and the poles are almost never crossable.

i've just generated it with the toroïdal option and the pole is crossable !?

dommain
Dec 31, 2011, 09:56 PM
just generated maze with 4 wide and north and south pole was not cross able.
Here is the debug
http://forums.civfanatics.com/attachment.php?attachmentid=310350&stc=1&d=1325393743

Sto
Jan 01, 2012, 06:07 AM
just generated maze with 4 wide and north and south pole was not cross able.
Here is the debug


ty for the log. you have 2 wrap options selected with maze -> when there is multiple selections with an option the script choose at random.

you should try with only toroidal to check if there is a problem. (i got none)

Grandpa Troll
Jan 21, 2012, 11:07 PM
First of all, thanks so much for all your efforts putting this together!

I been playing with it for a little over a week, exactly what I need!

BTS is one of my all time favorites, now a question:

I see how to add extra starting advances, BUT, how do I add say 5 settlers, 5 Fast Workers to start with?

In advances a new drop down is available, but with extra units, I dont see how to add more than one type of unit?

Im sure it is pretty easy, Im 52 years old and a hack wanna be scenario maker.

I love making games for me alone, single player since Im disabled, can play my length be it 30 turns or 300 turns.

Thanks so much for any feedback!

Gramps

Grandpa Troll
Jan 21, 2012, 11:23 PM
One other issue, starting gold, it wouldnt take?

Any suggestions?

In WB you can only MAX out 5000

I see in your program ifin you put on Random, you can pick 1 to 10000

What is the most starting gold possible?

Thanks

Gramps

Sto
Jan 22, 2012, 04:43 AM
First of all, thanks so much for all your efforts putting this together!

I been playing with it for a little over a week, exactly what I need!

BTS is one of my all time favorites, now a question:

I see how to add extra starting advances, BUT, how do I add say 5 settlers, 5 Fast Workers to start with?

In advances a new drop down is available, but with extra units, I dont see how to add more than one type of unit?

Im sure it is pretty easy, Im 52 years old and a hack wanna be scenario maker.

I love making games for me alone, single player since Im disabled, can play my length be it 30 turns or 300 turns.

Thanks so much for any feedback!

Gramps
All the dropdowns in one "line" are made to select easily a unit by combat type. But whatever you choose, you select only one unit type. By default there is nothing selected there.
there is an editbox where you can enter the number of this unit you want. A check box is you want it for humanplayers, ai or both.
You can also force the type of the unit if you'd like : let say you have selected fast worker. By default the script will adapt the unit to worker if you don't force the unit to be placed for all civilizations.

then use the second pack for a second unit and so on. the dropdown automatically added is blank and add no other unit.

One other issue, starting gold, it wouldnt take?

Any suggestions?

In WB you can only MAX out 5000

I see in your program ifin you put on Random, you can pick 1 to 10000

What is the most starting gold possible?

Thanks

Gramps

I've put the limit in the script to 10000. It's just an arbitrary value. Initialy this option is made to support the cost of additionnal units at the start of the game. Especially for AI when you add some units, animals, barbarian cities.

Grandpa Troll
Jan 24, 2012, 01:22 PM
All the dropdowns in one "line" are made to select easily a unit by combat type. But whatever you choose, you select only one unit type. By default there is nothing selected there.
there is an editbox where you can enter the number of this unit you want. A check box is you want it for humanplayers, ai or both.
You can also force the type of the unit if you'd like : let say you have selected fast worker. By default the script will adapt the unit to worker if you don't force the unit to be placed for all civilizations.

then use the second pack for a second unit and so on. the dropdown automatically added is blank and add no other unit.



I've put the limit in the script to 10000. It's just an arbitrary value. Initialy this option is made to support the cost of additionnal units at the start of the game. Especially for AI when you add some units, animals, barbarian cities.


Ok, I must have missed something, did a complete reinstall of BTS

Now I reinstall your script:goodjob::king::goodjob::king::goodjob:

I missed what I was trying first go around

I added 4 fast workers and then below
added 4 settlers and then a couple Great Artists:cool::blush:

This is what I been looking for all along, will be playing the heck ut of this map script!

Grandpa Troll

anl93
Aug 13, 2012, 07:27 AM
im using with rise of a mankind a new dawn mod but it only generates grassland and lotsa tundras.Does anyone know how to fix this?

dommain
Oct 20, 2012, 12:41 PM
Is there a way to enable more rivers in the maze map? Seems you only get any using the balance options for only starting place. :)

majaczek
Feb 13, 2013, 06:15 AM
could you support c2c ?
there are new features not existent if using FoR in newest version

Freesmog
Feb 16, 2013, 02:08 PM
I just have to tell you this mapscript works AWESOME for Fall From Heaven 2 mod, STILL. ESPECIALLY with the ongoing Tholal's Naval AI modmod for FFH2!

[to_xp]Gekko
Feb 18, 2013, 06:41 AM
you often get some python exceptions with more naval AI though, and an error message about some revolution code failing to initialize, when you load a savegame : http://forums.civfanatics.com/showpost.php?p=12228486&postcount=132

Qgqqqqq
Mar 01, 2013, 01:42 PM
Does this script deal with highlands?
I can't find it.

Sto
Mar 06, 2013, 02:40 PM
im using with rise of a mankind a new dawn mod but it only generates grassland and lotsa tundras.Does anyone know how to fix this?
could you support c2c ?
there are new features not existent if using FoR in newest version
I don't know. I need the logs to see if i can do something.

Is there a way to enable more rivers in the maze map? Seems you only get any using the balance options for only starting place. :)
If i remember well, only the max setting in rivers can add some in maze. This is due to the range of the starting river plot from civ.

Gekko;12230322']you often get some python exceptions with more naval AI though, and an error message about some revolution code failing to initialize, when you load a savegame : http://forums.civfanatics.com/showpost.php?p=12228486&postcount=132
FoR cause a python exception on load !?

Does this script deal with highlands?
I can't find it.
Highlands is a lake map with few tiny lakes, more plains, peaks and hills.

strategyonly
Mar 26, 2013, 05:39 PM
As i have PM'ed you, i would appreciate a Caveman 2 Cosmos Full of Resource made also, thx.

Freesmog
Mar 31, 2013, 11:42 AM
Gekko;12230322']you often get some python exceptions with more naval AI though, and an error message about some revolution code failing to initialize, when you load a savegame : http://forums.civfanatics.com/showpost.php?p=12228486&postcount=132

I don't get any, and I don't use "revolutions". It would be nice if Full of Resources was updated to the latest FFHpatch "o" , and Tholal's MNAI modmod (if any updating is necessary).

Sto
Apr 04, 2013, 09:38 AM
I don't do much for civilation IV anymore. Either you have a bug and i'd like the logs like asked in the first post so i can see what i'll do or you tell me what it's a FoR version for a specific Mod ... i won't download all mods and try to imagine what you'd like to have.

strategyonly
Apr 04, 2013, 02:21 PM
I don't do much for civilization IV anymore. Either you have a bug and i'd like the logs like asked in the first post so i can see what i'll do or you tell me what it's a FoR version for a specific Mod ... i won't download all mods and try to imagine what you'd like to have.

From what AIAndy has informed me about C2C is that it does NOT put ALL the NEW terrain that we have in the mapscripts, and we have ALOT of them. Any help would be appreciated, i really like this mapscript. Is it ok also to get the FfH stuff out, for another "extra" mapscript for other mods? Just makes things confusing is all looking at all that stuff. thx . . . SO

Sto
Apr 05, 2013, 11:33 AM
From what AIAndy has informed me about C2C is that it does NOT put ALL the NEW terrain that we have in the mapscripts, and we have ALOT of them.

I'll look at that when i'll have some time to put my noise into some code

Is it ok also to get the FfH stuff out, for another "extra" mapscript for other mods? Just makes things confusing is all looking at all that stuff. thx . . . SO

I haven't understood. English is not my native language.

strategyonly
Apr 05, 2013, 12:27 PM
I haven't understood. English is not my native language.

I mean dont need stuff like this in your mapscript:

if is_BtS_FFH2 or is_BtS_FF :
original_GAMEOPTION_BARBARIAN_WORLD = -1
original_GAMEOPTION_NO_LAIRS = -1
original_GAMEOPTION_NO_UNIQUE_IMPROVEMENTS = -1

i_GAMEOPTION_BARBARIAN_WORLD = gc.getInfoTypeForString("GAMEOPTION_BARBARIAN_WORLD")
i_GAMEOPTION_NO_LAIRS = gc.getInfoTypeForString("GAMEOPTION_NO_LAIRS")

# for FFH2 place unique improvements and lairs
if is_BtS_FFH2 or is_BtS_FF :
try :
restoreFfH2Options()
except :
writeLog("", False, ["", " An error occured during restoreFfH2Options ..."])
writeError()

try :
StoAddFFH2UniqueIprovements()
except :
writeLog("", True, ["", " An error occured during StoAddFFH2UniqueIprovements implementation ..."])
writeError()

try :
StoAddFFH2Lairs()
except :
writeLog("", True, ["", " An error occured during StoAddFFH2Lairs implementation ..."])
writeError()

No need for this stuff:thumbsdown:

FfH doesNOT include this mapscipt anyways.

Sto
Apr 05, 2013, 01:11 PM
i put what i liked to play with the map script. And i share it. I find more covenient to put all in one script rather than making dozens of different scripts for every mod i'd have played. Why i should take some time to remove stuff you don't even see if you don't play ffh !?

first you pm me with not understandable things i should do for you and now you tell me what i have to put in my script ? i hope i misunderstood you.

Qgqqqqq
Apr 05, 2013, 01:11 PM
Umm this script IS still compatible with FFH, I'm not sure what your trying to say - its not hard to ignore them...

strategyonly
Apr 05, 2013, 02:59 PM
Can we then JUST get it to "read" all the terrains in any mod out there then?

Qgqqqqq
Apr 05, 2013, 03:28 PM
No.
There're a lot of maps out there (like seriously A LOT) - I'm glad that FFH is included, and will be happy if C2C gets its included but don't think pressure should be placed on Sto to do that.
I'm not sure how FFH content being in there hurts you - it still works on base BtS, so I doubt it harms the scripts utility in any way - and it feels incredibly spiteful to be trying to cut off its usability to work for a mod becuase it doesn't work on one you like.

strategyonly
Apr 05, 2013, 03:36 PM
No.
There're a lot of maps out there (like seriously A LOT) - I'm glad that FFH is included, and will be happy if C2C gets its included but don't think pressure should be placed on Sto to do that.
I'm not sure how FFH content being in there hurts you - it still works on base BtS, so I doubt it harms the scripts utility in any way - and it feels incredibly spiteful to be trying to cut off its usability to work for a mod becuase it doesn't work on one you like.

So what your saying NO to is if FfH adds NEW terrain, you dont want it to read it, thats what your NO indicates, just seems wrong to me.

I dont pressure anyone, what the heck are you talking about. I was just asking a question, DUH!:rolleyes:

If he doesnt want to do it for C2C, then so what! No biggy to me.:p

Qgqqqqq
Apr 05, 2013, 10:17 PM
You said:
Can we then JUST get it to "read" all the terrains in any mod out there then?
Which to me implies a mammoth effort on Sto's part that I think is inappropriate.
Thus, "No."
I'm saying any mods terrain that Sto adds is awesome and I'm glad for it, but we shouldn't require him to do any work - especially for the obscure reason of cutting a feature out that has no effect if you're not playing that mod.

strategyonly
Apr 05, 2013, 11:40 PM
You said:

Which to me implies a mammoth effort on Sto's part that I think is inappropriate.
Thus, "No."
I'm saying any mods terrain that Sto adds is awesome and I'm glad for it, but we shouldn't require him to do any work - especially for the obscure reason of cutting a feature out (you didnt read it correctly AGAIN that is NOT what i asked DUH!!) that has no effect if you're not playing that mod.

Now you NOT reading correctly and this conversation with YOU is over!! Its not your request and NOT your mapscript, so please dont answer for a person that is the author thx. Thats just rude, and YOU did NOT read it correctly, AGAIN!! later gator:p;)

Qgqqqqq
Apr 06, 2013, 01:05 AM
I'm finding you very rude, perhaps you're having problems expressing yourself(?) and thats definitely the impression I got of your request.

I will withdraw from this conversation but I must say that was the impression that Sto seemed to get from your communication as well.

I apologize to both you and Sto, if my comments have somehow offended you, I was only trying to help.

The_J
Apr 06, 2013, 01:40 PM
Keep it civil here.
The current tone is not exactly constructive, get back to a better level please.