View Full Version : [Map Script] Full of resources


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Sto
Jan 02, 2006, 03:18 PM
This script include a version of most of the public random maps generator ( Archipelago , Lakes , Terra , Pangaea , Custom Continents , Hub , Fractal , Continents, Inland Sea, Ring, Wheel, Islands, Shuffle, Big and Small, Hemispheres, Medium and Small, Tectonics, Chess (A funny Personal MP map) ) :

1.74 compatibility : OK
WARLORDS compatibility : OK ( With the great help of FastWorker )
BtS 3.17 compatibility : OK
MAC compatibility : OK ( By AlanH )

Translated in English, French, German, Italian and Spanish . (I used altavista , so do not hesitate to MP me if there are translation errors)

Features :

- The main purpose of the script is to generate some maps that grant a fair start for each players, especially for MP games.
- When you select the script, a screen show up where you can choose a lots (:eek:) of options. I won't make the list of all options :crazyeye:. But the main feature of the script is that you can select several maps and options -> all chosen at random during the generation. There are some options to control terrain, forest, goodies, resources, starting resources, normalizations, move human players far away in MP games, add some animals, barbarian cities, units, reveal some part of map, choose starting technologies, ...
- All helps to use the script are written in the Welcome page of the screen ;).
- If you want another map to be added, do not hesitate to ask for.

To install :

- Download FullOfResources.zip (http://forums.civfanatics.com/downloads.php?do=file&id=3943)
- Unzip
- Put the file into the folder : <Civ4 Folder>\PublicMaps (only one copy in the Vanilla folder is enough)
- Choose Custom game in the singleplayer menu (or multiplayer) and select the script to play.

Bugs reported :

- None.

To Do list :

- Add Earth2 .
- functions to equalize starting flood plains, beakers,best plot, minimize water tiles, hills, forest.
- FFH 2 Options : cultural linked positions, race or alignment linked positions.
- FFH 2 Option : Acheron island
- option to generate a resource on only one continent.
- option to generate a resource on only one isolated continent.
- choose rand seeds.
- parse WB file.
- rewrite some starting plot normalizations in python (to prevent some civIV bugs with new features).

Working on :

- FfH2. Will implement the MP equalize functions while doing some breaks. :)

Thanks :
To AlanH :
Modified version for Mac OS X by AlanH :
Mac OS X changes: _winreg calls replaced by Mac OS path definitions.
Mac OS X changes: Mac OS path uncompress definitions.
Mac OS X changes: python 2.4 sort calls replaced by Mac OS python 2.3 definitions.

To Bringa :
Many advise for FFH2 customization and feed backs

To FastWorker :
Many help for warlord compatibility ,tests and feed backs

To Balerion :
tests and feed backs

And also to all other peoples from CfC that helps me for testing or giving me some feed backs.

Versions :

version 3.05 : released the 08/15/2008.
- minor changes for FfH2 improvements placements.

version 3.04 : released the 07/26/2008.
- a bug fixed for MP games and the new FfH2 options. The non hosting players couldn't generate the map properly.

version 3.03 : released the 07/19/2008.
- If the default starting location must be run (may happen if there are too many players on a small map ,or old continent start : the script don't take in count placement of players with a distance less than 6 minus between players) : the coastal/inland start may be respected, the old world start will be respected, and the placement for hub, ring wheel will be respected.
- remove the version in the name of the script. Made first to prevent cache problems and no more cause problems with 3.13. This may prevent to update the script and have an error in your current game if it request an older script version name.
- rework the FFH2 barbarian world option. The barbarian cities are placed like in FoR with the units ,distance and buildings selections. Players can't start anymore on a barbarian city (FFH bug).
- FfH2 : control of unique features placement (%, normal ,far or only island placement). The maelstrom is placed in an inland sea if possible.
- FfH2 : control of Lair placement (standard, %). Towers are placed on choke points. All lairs are distributed on the map to prevent package of them. All lairs that spawn units are placed so they don't pack each others.

version 3.02 : released the 07/11/2008.
- Tectonics map by LDiCesare added.
- fix to prevent a CtD when you select the script if you can't use the game options with the MOD you play (would happened only when the MOD didn't load fine).
- option to begin on less populated continents.

Version 3.01 : released the 07/09/2008.
- some safety measures for text encoding and decoding for the menu.
- animals spawn get Hidden Nationality for FFH2.

Version 3.00 : released the 07/04/2008.

-> The script has been updated the 08/15/2008 . Version 3_05
##^^FoR_Current_Version : 3.05^^##

aronk76
Jan 02, 2006, 04:37 PM
Thanks for posting these. I just put them into the game and these types of maps are exactly waht I have been looking for. Now I can play my own custom game on a custom map instead of having to play a mod that someone has built with everything added. Please post more of these as they become available.

Thanks

RED DIAMOND
Jan 03, 2006, 01:50 PM
WOW! STO these maps are REALLY stuffed full of resources. Ok, first thank you for doing these. Now a small request, is there a way to tone them down just a bit? As it stands we have the standard resources poor maps from Fraxias and yours that are bit too rich in resources. Thx again.

Sto
Jan 03, 2006, 04:48 PM
yeah, red diamond ,there is a way to change aleatory setting:

you may edit the map Sto_*.py you want to change with python ( you can have it for free on the web) or notepad.

there two ways to change this :

-one way:
search for the string : "random.randint(1,100)" ,it appear two times(one for water and one for land) .if you increase 100 you will have less chance for aparitions of resources.and if you decrease it ,there are more resources !(this is the simple way!)

-secondway:
search : "buffer_water = [(0,0),(0,1),(4,4),(16,12),(37,22),(48,40)]"
and : "buffer_land = [(0,0),(0,1),(4,3),(15,12),(35,20),(45,35)]"
(with the search function !?)

those values are stored in :"(stchanceland,pachanceland)=....."

you can set those values by:
(stchancewater,pachancewater)= (6,4)
(stchanceland,pachanceland)= (8,3)

the program check all plot,and put aleatory resource ,the first time the chance is 5/100 (5 is for 6-1), then (5+4)/100, then (5+4*2)/100 etc... for water and the chance is 7/100 ,(7+3)/100 ,(7+3*2)/100 etc... for land ;until it place a resource and restart.

you may change as you want those numbers to reduce the number of resources ( or increase ?!) :
ex: if you set "(stchanceland,pachanceland)= (51,0)" ,you have exactly 1/2 chance to have a bonus for each plot.

you can also edit:
"buffer_water = [(0,0),(0,1),(4,4),(16,12),(37,22),(48,40)]" and "buffer_land = [(0,0),(0,1),(4,3),(15,12),(35,20),(45,35)]"
wich set those values for each level of the 'resources' button.
(0,0) can't be changed
(0,1) is for "very low" level
(4,4) is for 'low' level
(16,12) is for 'normal' level
(37,22) is for 'lots' level
(48,40) is for 'huge' level
etc...

if you are a novice (or best) programmer ,it will be easy to adjust setting for each resource as you want.

Note:this same is possible with goody hut by searching : "random.randint(1,1000)" or "buffer_goody" ....
but chance is */1000 instead of */100.

have fun games , tcho!

RED DIAMOND
Jan 03, 2006, 08:20 PM
Ok I'll be checking that out soon. Thx again.

Sto
Jan 04, 2006, 05:23 AM
the proceed also put a resources near each starting location :

you may edit the map Sto_*.py you want to change with python ( you can have it for free on the web) or notepad and search :
"resourcesToAdd = ('BONUS_COAL', 'BONUS_COPPER'," ...
"resourcesToWater=('BONUS_FISH','BONUS_WHALE')"
"resourcesToAddTwo = ('BONUS_ALUMINUM', 'BONUS_URANIUM', 'BONUS_OIL', 'BONUS_HORSE', 'BONUS_IVORY')"

resourcesToAdd set the resources that will appear near starting location
resourcesToWater set the resources of water that will appear near starting location
resourcesToAddTwo set the resources that will appear around starting location

add those you want to appear near capitol or delete those you don't want.

have fun games ,tcho!

Sto
Jan 04, 2006, 12:42 PM
I add two new maps : (updated in StoPublicMaps.zip ,take it in the first post)

- a version of team_battleground .
- a version of the map created by ZEE called life .

I also edit a bug with resources near starting location in the file 'StoUtil.py'

have fun games, tcho!

Feed Monkey
Jan 04, 2006, 09:12 PM
This is exactly what I've been looking for. Do you think you'd be able to do an earth map?

Sto
Jan 04, 2006, 11:12 PM
I am not good enough to create an entire map ...(but i try !!)

I just take some public maps and modify as i want .So i can't do an earth map ,Sorry!

have fun games ,tcho!

Sto
Jan 05, 2006, 11:04 AM
I create a new little funny map called Sto_chess.

I learn to create maps,and this is my first map so i just test all functions i found.
but the result is interresting . try it ! and reply me if you have any suggestion or idea to make this map more attractive !

You can find this map in the first post of this thread . I've updated the file StoPublicMaps.zip

have fun games ! tcho!

Sto
Jan 06, 2006, 10:33 PM
I add two buttons for each map :

- one set the level of resources .
- one set the starting location resources .

If you want to customize those button ,read the 4th and the 6th post.


I also made lots of change on the map Sto_chess, adding lakes and modifying rivers.

All files are in the first post of the thread !

have fun games, tcho !

Sto
Jan 07, 2006, 11:17 AM
I add lots of button:

- a button wich set a level of resources
- a button wich add resources near starting location
- a button wich replace peak
- a button wich replace desert
- a button wich replace jungle
- a button wich replace tundra
- a button wich replace ice
- a button wich delete ice on water

I'm sure you will enjoy to set the terrain like you want in the random generated maps!

you can find all maps in the first post of this thread !!!!

note : for those who put a previous version , you should delete 'StoUtil.py' .there was a problem of compatibility with Civilization . Now ,it is useless.

have fun games ,tcho!

RED DIAMOND
Jan 07, 2006, 05:18 PM
Going to give them a shot asap.

zalasur
Jan 08, 2006, 04:15 PM
Wow, talk about being chock full of resources! I played around a bit and tried turning peaks into lakes instead of hills, and the results were interesting! I'm going to play around with the slider a bit... the "HUGE" Resources setting was way over the top, but I had to try it. ;)

It's kind of a fun little map script, though I fell like I'm cheating when I play it. Just a little. :D

Sto
Jan 08, 2006, 08:19 PM
I add a new button wich set the number of goody hut that will appear on the map .

I also fix a bug that make appear some bonus in the iced water ,and many bugs on Sto_chess.I also add a button that set a level of forest in Sto_chess. I will try to make it for the other map !

all files are in the first post of the thread !

:goodjob: tcho !

Darkgreen
Jan 09, 2006, 09:44 AM
Hey, I think this is fantastic.
I've been playing around with the new button settings and I am trying to get a starting spot that has iron, copper, coal, uranium, aluminum, stone, and marble all within or near my starting spot but have a normal amount or resources everywhere else. It seems that if I chose standard then I don't get all of the resources that I want near my starting spot and if i chose low then there seems to be a little too many resources overall. Any ideas?

Sto
Jan 09, 2006, 12:17 PM
thanks ! by the fact ,i can 't do setting that everone like ,and the proceed i made to generate resources is very weak and don't control anything. But you may edit this button by reading the 4th and 6th post( I' ve edit them) .(ask me if it is not clear ! i'm not a master in english !).there is details to edit the frenquency of resources and the start location resources .

I will also set a new level in the resources button :level 'very low'

For the moment , I can't allow start ressources if you choose standart resources sorry !(but i will look at this !)

have fun games, tcho !

durwoodx
Jan 09, 2006, 02:18 PM
Thanks so much for a great idea.

The only problem I have with it in terms of game mechanics is that it makes the resource trading aspect of diplomacy nerfed to all heck (since everyone has most every resource)

Would there be a way to have resources centralized somewhat? So that one area of the map might have a lot of wheat while another was abundant in rice? This would allow for both the resource rich maps while still allowing the trading aspect of the game.

Cheers!

durwoodx

Sto
Jan 09, 2006, 02:42 PM
thanks for that good idea ! .it seems to be hard for me to do that ,i will try in a future version .

tcho!

Sto
Jan 12, 2006, 04:45 AM
Hi!
This is the new version of Sto_Chess :

-I add a button to spread resources by region .(increasing the trading , thanks durwoodx)

-I set a new level in the resources button (very low) and adjust settings.

-I change all the generator of resources .(spreading resources is a bit different but more efficient especialy in hills and bad terrains)

-I set a level :'only human' for starting resources .(sorry Darkgreen ,but I can't allow starting resources with standart generation ...i've been trying for hours and after studying the maps of Sirian ,i think it's impossible without making a mod)

If you like to play Sto_Chess, give me your comments or if you have some requests for the new settings , reply me before i make the changes for all the maps (there is lot of work to change them !)

tcho!
____________
note:this map is in the first post!

durwoodx
Jan 12, 2006, 12:31 PM
huzzah huzzah

Sto
Jan 14, 2006, 09:20 AM
I add two buttons to all the maps :

- a button wich generate ressources by regions : to increase trading aspect of the game.
- a button to set a level of forest in the map.

I also make another resources generator than is more efficient (especially on hill or bad terrains) ,and adjust settings for the level of resources button

If there are no bugs on the maps ,it seems to be the last version of the maps.
I think there is nothing else to customize ... (I try to add unit but it is impossible without making a mod).

if you find bugs , have comments on the settings ... or have new ideas !?

have fun games !! TCHO !

All maps are in the first post of the thread.

Sto
Jan 16, 2006, 08:15 AM
I work on the next version of the maps :

I achieve to put units in the random map generator and work on adding barbarian cities !

but i don't know how to adjust settings ! you will have the choice of adding a worker , scout ....
So is there any ideas to help me ?

Hi Darkgreen ,i found a way to allow starting resources with standart generation .So wait until the next versoin of the maps !

Tcho!

Sto
Jan 17, 2006, 11:52 AM
A new version of Sto_Chess:

- 3 new buttons to add start units
- A button to add starting barbarian cities
- Changes on the start resources generator :
-more efficient
-allow to put start resources with standart generation resources

If you have comments on the new settings before i apply the changes to all the maps ,reply me !

have fun games, tcho!

Sto_ChessV3 is in the first post of the thread!

Sto
Jan 18, 2006, 07:53 AM
I add 4 buttons to the maps :

-3 to edit start units: (worker, settler),(scout, explorer),(axeman, maceman, swordsman, knights)
-a button to add many starting barbarian cities !

i also change the start resources generator wich now allow to have starting resources with the standart generation of resources !

have fun games ,Tcho!

all files are in the first post of the thread !

Sto
Jan 18, 2006, 04:13 PM
I just test a multiplayer game with sto_chess ,and it doesn't work with the start unit, so i have to check that !

if you haved played a map in multiplayer game , tell me if you had problems !

I also will set the barbarian cities with a defender at the beginning of the game ,because they are too weak on start !

tcho!

Sto
Jan 19, 2006, 07:01 AM
I add a rempart and an archer defender to all the barbarian cities. waiting to have played more games or for your comments to make starting barbarians city challenging !

so i put a version of Sto_Chess with these settings in the first post of the thread !

multiplayer starting unit still not work ! and i continue to search the problem !!

have fun games ,tcho!

Sto
Jan 19, 2006, 03:52 PM
I fix the bug ! now you can add start unit in a multiplayer game .

I also increase the distance between 2 barbarian cities .

All changes are in Sto_Chess (in the first post of the thread !) .

If you have some comment on the settings, i wait to have played more games before applying these changes to the other maps.

hav fun games ! tcho !

Sto
Jan 22, 2006, 12:12 PM
I fix the bug ! now you can add start unit in a multiplayer game .

I also increase the distance between 2 barbarian cities and make AI Strongest with lots of barbarian cities.

have fun games ! tcho!

all maps in the first post of the thread .

madmike
Jan 25, 2006, 07:31 PM
playing direct connect with friend and load a game witjout AI....but with AI we get ''out of sinc''.....got any ideas why.....and thx a lot for the time u have put into this

Sto
Jan 25, 2006, 08:07 PM
hi madmike!
I don't really understand what you want to say (i'm always with an french/english dictionary in this forum). But we have the same problem when we play multiplayer .
Solution : the non-hosting players have to leave the game and reconnect before doing anything ( move scout or build first city) then there is no problem when we play !
( the same when we load a game )
One time we get 'out of sync' every turn but this was due to a bad install of civ4 with one of us .
I think i can't do anything for that because i forced a lot of function . The most important is that we can play and there is no problem of compatibility with civ4 (without making a MOD)

So ,have fun games . Tcho!

madmike
Jan 26, 2006, 02:09 PM
me and one friend can play the maps fine.....works great.........when we add computer players is when we get the "out of sinc "message.we get this message as soon as we go into game befor we move any units.We may try reloading Civ4 and try that.....Thanks a lot for a great program......i know it takes a lot of time

madmike
Jan 26, 2006, 07:35 PM
happy....happy.......your suggestion about the non host leaving game and then reconecting work......thanks thanks thanks.......going to play now

Sto
Jan 26, 2006, 08:15 PM
Thanks , I first do it for myself and my friends . And i enjoy if you like to play Sto_maps !
I work on Sto_chess for the moment and a new map .

Do you play Sto_chess ? if you play it , do you have some comments to make this map more challenging ?

Have fun games , Tcho !

madmike
Jan 27, 2006, 03:32 PM
Sto-chess is a great chalenge but i do not play that much single player.......play online with friends........your program made it a lot more fun......Viva La France

Sto
Jan 27, 2006, 03:42 PM
Great ! :)

have fun games ! (but Sto_chess is playable in multiplayer !? )

Tcho !

Alpedar
Jan 28, 2006, 03:32 AM
Does it works mods which adds resource types? (eg. Green mod)

Sto
Jan 28, 2006, 09:22 AM
I don't know because i never try ,but i think this doesn't work with non standart generation resources . that's sure because the generation of resources don't seek for another resources than basics .And i can't generate a resource that i don't know where to place (even if my placement is very simple) .perhaps with standart generation it will work ?
this is the same if there are more than 18 civ ,i think this will don't work and perhaps also with unit (depend on the MOD) .
Sorry but i think i can't do anything for that because i don't play with MOD ,and i can't figure how to modify sto_maps to work with every mod .

Sorry , Tcho!

Sto
Jan 28, 2006, 04:13 PM
I think that the problem with start unit and multiplayer was resolved .But it seems not to be .One of us had a colon and a warrior less the other ,i don't understand why for the moment .if you encounter the same problem ,say it to me please (with the settings you used )

Thanks , tcho!

Sto
Jan 28, 2006, 04:36 PM
Problem solved! there is no problem !
this was due to a f... b.... friend that not used the last vesion ! :mad:
sorry tcho !

wmrojer
Feb 01, 2006, 06:45 AM
Hi Sto.

I like the idea with all the options to remove unwanted types of land, but I can't seem to get your maps to generate any resources outside the 9 square starting plots except with the 'Resource: Standard' setting.

No matter what I set 'Start resources:' to I always get 2-3 resources in the starting 9 plots, but I never get any resources outside those plots (except with the 'Resource: Standard' setting). I've tried 'Resource:' Normal, Lots and Huge with no luck.

I checked the code and saw that 'Resource: Standard' leaves the normal generation of resources, and all the other settings for 'Resource:' uses your modified code. But i'm not familiar enough with Pyton to be able to test why.

I run with 1.52 patch and no modifications.

Regards Robert

Sto
Feb 01, 2006, 08:22 AM
Hi wmroger!

I've not seen that with the maps since i've stopped working on the resource generation but the 2-3 resources you see seems to be added by normalizeaddfoodbonus and normalizeaddextra and not by my generation (you must have more with it) so it doesn't work anyway !

So try to remove the cash :

go into the rep : C:\Documents and Settings\'your user name'\Application Data\My Games\civ4
and delete all the rep 'cache' ... don't worry ,it's normal to do that with civ4 ( i can't explain exatly why but this can make such problems and deleting the cache is like reseting civ4)

reply me if it works or not !
And if not : the map you want to play (perhaps the problem is for all ? ) and i will look if i forgot something or if if there is a bug i've not seen . We play only with sto_chess , and i made only few tests with the other maps ,perhaps i made a mistake .
I hope this will work ! :confused:

tcho!

wmrojer
Feb 01, 2006, 04:26 PM
Thanks for the fast respons.

I tried to clear the cache, but did no differance.

Turned on the logging (in the ini file) and found in the file PythonErr.log:

Traceback (most recent call last):

File "Sto_Chess", line 252, in generatePlotTypes

AttributeError: 'module' object has no attribute 'randint'
ERR: Python function generatePlotTypes failed, module Sto_Chess
Traceback (most recent call last):

File "Sto_Chess", line 494, in afterGeneration

AttributeError: 'module' object has no attribute 'randint'
ERR: Python function afterGeneration failed, module Sto_Chess
Traceback (most recent call last):

File "Sto_Chess", line 651, in normalizeAddExtras

AttributeError: 'module' object has no attribute 'randint'
ERR: Python function normalizeAddExtras failed, module Sto_Chess



I hope that helps you. It didn't help me much :(

Regards Robert

Zuul
Feb 02, 2006, 06:16 AM
Very nice map scrip :-).
An option to have goody huts between normal and many would be nice.
Can you make an option to add more animals?

wmrojer
Feb 02, 2006, 06:32 AM
It maybe is just me, but I think giving the barbarians Mechanised Infantry to there start towns is a bit much. :)

http://rojeweb.no-ip.com/Civ4ScreenShot0000.JPG

And on top of that giving them 9 exp......

Sto
Feb 02, 2006, 06:41 AM
Hi wmroger,i look for the problem . It seems that the function randint from the module random don't work .perhaps this is because i install python and the program search this function in python and it does not exist in civ4 (but i think no) .
I never put a mechanized infantry !!! i just look for your reply
you're the first with this kind of problem .the first thing i think is that the problem is with your instalation but i will reinstall civ 4 and uninstall python to see if the maps works !!!
i will search if the module random is full in civ 4 !

a little question ? do you have opened a python file instead of editing it or just copy ?

i continue to work on the problem .
tcho!

Sto
Feb 02, 2006, 06:49 AM
Hi Zull , I will do that for the next version !
If you can't wait look at the 4th post to customize the goody hut option .

have fun games ,tcho!

wmrojer
Feb 02, 2006, 07:49 AM
Hi Sto.

I changed random.randint to use gc.getGame().getMapRand().get instead, so now it kinda works.

randint(1,100) returns a number from 1 to 100, but getMapRand.get(100,"") returns a number from 0 to 99 so I compensate for that. But I get lots and lots of resources. I've trimmed down the init values so much that stchanceland=1 and pachanceland=3 and Normal, but it's still on the heavy side. So maybe something went wrong.

About the mechanised infantry. That was with a mod that adds a unique unit loaded. The result was that the UNIT_ARCHER wasn't 38 anymore, but you had hardcoded the the numbers for the units in the initunit function :)

So part from having abit to much resources everything works for me now.

Regards Robert

Zuul
Feb 02, 2006, 08:28 AM
I never put a mechanized infantry !!! i just look for your reply
you're the first with this kind of problem

Well I had SAM Infantery in all barbarian cities. Was very dangerous to come cose to one.

I played it with the Green Mod. You should not hard code references but look up the names instead like this:
gc.getInfoTypeForString("UNIT_ARCHER")

Sto
Feb 02, 2006, 08:31 AM
hi wmroger ! I think you should reinstall 'civ4' ,and i don't understand the problem with the mod if you don't load it .
I will change the program to search the value of each resource and unit to avoid those problems .I still do not understand the problem with 'randint' !?
bye!

Sto
Feb 02, 2006, 08:37 AM
Ok ,wmroger with mechanized and Zuul with sam infantry .I really need to change that .i Will make the program search for the good value of unit and resources !
I don't know there was such problems with the maps ... But i 'am a little sick ,so i can't do that before a week !
thanks ,for all those informations !

TCho!

Sto
Feb 02, 2006, 08:46 AM
Re wmroger !
For the resources ,my maps is really full of resources perhaps this is normal ,but i will change and try to use the civ4 function !
With the very low setting and no start resources ,you should have about the same of standart generation (a little more ) .perhaps there is another problem ? perhaps civ4 call the function two times if there is a problem and i will fix this to one if this is the problem !

tcho !

PS :thanks Zuul i will use gc.getInfoTypeForString("UNIT_ARCHER") .

charleswatkins
Feb 02, 2006, 11:07 AM
Can you provide a short explanation of the various settings? Default, normal, and standard seem to be different, but it's not clear how.

And could you possibly offer a way to use standard rules for placing resources? I am not used to seeing Ivory on hilltops and Whales on the coast.

Sto
Feb 02, 2006, 12:07 PM
hi !

- default is like the map script does before i change .
- standart is like 'civ4' generate .
- normal is that i use between few and lot .

for the resources generation ,i did how i want to see ,if i keep it like original and you change the terrain there will not have lot of bonus type .This is due to my generation mod (almost very simple) .And if i keep original placement ,it don't provide a good frequency of resources.
you can use the standart generation of resources and if you want more resources ,you may make a mod editind the file 'CIV4BonusInfos.xml' here :
http://forums.civfanatics.com/showthread.php?t=153160
(don't edit the original)

have fun games bye!

Sto
Feb 17, 2006, 03:36 AM
hi charleswatkins:
And could you possibly offer a way to use standard rules for placing resources? I am not used to seeing Ivory on hilltops and Whales on the coast

hi Zuul:
An option to have goody huts between normal and many would be nice.
Can you make an option to add more animals?

I work on the maps and try to make a tool that will allow you to define all settings of the maps , you will be able to change ressources generator or settings for all buttons and customize a random choice for all buttons (if all work !?) .
The only pb is that i can't do it in python (i can't achieve to open a screen and get entry of it before generation of the map ),So i can't make a script that will import MODING settings (like new ressources and units ). I just will try to make it without causing problems with mods .
Zuul ,you play with green mod that have new ressources , do the maps generate these new bonuses like standart generation when you use the resource generator ? it will help me to know (with your gameplay experience ) if ,when you put lots of resources, the new resources are well dispatching .

hi wmrojer:
I changed random.randint to use gc.getGame().getMapRand().get instead, so now it kinda works.

I entirely rewrite the script for the moment and try to use the civ4 random functions .I found another player that have problem with the random module ... Do you install python 2.4 ?

Tcho!

[FUN]GGjohanson
Mar 22, 2006, 03:39 PM
hi
When I play with maps STO in multi, I have a problem of synchronizations and I wanted to know if the problem is resolved

thank you

Sto
Mar 28, 2006, 07:55 AM
HI!
Sorry for this late answer . I think bad synchronisation is due to adding of unit in map script and the only way to play multiplayer is that all non hosting have to leave and reconnect the game .
If some expert civ4 programmer have a solution ? I think i can't fix that sorry !

Tcho!

Sto
Mar 29, 2006, 03:45 AM
hi!

new version released of all the maps :

- some new buttons to define : wrap, start resources ,default resources ,start on the coast , scale the map , hills , terrain , add rivers .

- a little editor to customize the parameters .

Have fun games ,Tcho !

Sto
Mar 29, 2006, 03:52 AM
It will be great if anyone of native language English,German,Italian or Spanish could correct the *.txt (except sto_global.txt , and description of resources and units ) ! :thumbsup:

reply me if you are interested and i'll send you my email and the text to correct!

thanks ,tcho !

Sto
Mar 30, 2006, 03:08 AM
If you use the editor of parameters:

If you've made some configurations of resources or units that you prefer with the original version, or, which are adapted to a MOD in particular.Do not hesitate to send me these configurations (Sto_Global.txt) by email ,with a little note (MOD used and improvements).
I'll make an attachment with these files !

Thanks, Tcho!

Sto
Mar 30, 2006, 10:06 AM
Bug fixed !

A strange bug , a missing unit description in a MOD made the edited parameters false !

Sto
Mar 31, 2006, 11:25 AM
New version of the map :
I've done a new resources generator that allow the player to choose standart placement of resources ,or standart generation of resources .

Look at Readme.txt for more details

Tcho !

(I forgot something ! For those who already have put a previous version : Please delete Sto_Settings.bak before copying the new folder StoFiles ... I'm sorry you will loose your config if you used the editor . I will not forget to update this for the next version !)

Sto
Apr 03, 2006, 03:40 AM
Hi !

Warning for those which use the editor of options:

In this moment, I reprogram the generator of resources. The placement of the resources being too depend on the ground, it is far from being optimal.
It is thus why, you will lose all your configurations for the next version. (I do not have any way of being able to modify the old configurations suitably)

I will be able to save your configurations of units if you wish it. Sending ' Sto_Global.txt' by email to me when the next version comes.

Sorry for that ! Tcho .

Sto
Apr 06, 2006, 03:25 PM
Hi!

In this moment, I try to regulate the problem of the ' out of sync' in multiplayer. I've already found a solution for gold, animals, and barbarian cities . But that raises difficulties to me to create units of players (humans and AI ).

By making many tests, I noticed that to add starting units could sometimes cause bugs. Once I had an incredible culture for the barbarians. Or an AI started with four scouts. But they were very rare .
If you noticed similar bugs, please announce them to me. That could give me tracks to find a solution. I would be able to correct this bug for the play in ' single player'. But I do not know yet if it will be possible in multiplayer .

Tcho!

Sto
Apr 19, 2006, 06:58 AM
- New resources generator that allow more different placement .
- All generator are in percentage ,for a better understanding and a greater facility of customization . (the editor is not yet finished )
- No more little bugs due to the adding of units . No more goody appearance bug .
- No more 'out of sync' when you play multiplayer ,if all the players have the script and the same 'Sto_Global.txt' (that is your basis of customization ) .
I don't find any way to pass the customized datas with the map in multiplayer !
- The definition of the terrain is finer .
- A limit to the aera of the map (keep the scale) ,fixed at 14400 plots (will be customizable with the editor , to adjust your maximun map size)

Have fun games , Tcho!

Sto
Apr 27, 2006, 08:22 AM
I already work on the map scales and map sizes to add big sizes of maps and adjust the shape of the map with the scales and the size . there a problem of starting locations with some maps . So if you scale the map , some starting locations will not be found (some civs are killed at the start of the game , may be you ), and adding units or barbarians with scales cause the game to crash because the starting plot does not exist for some players .
there is no problem if you don't scale the map ... so ,please don't use it until the next version . I alerady have found a solution , but it's a bit hard to adjust settings . So that may take time until the next version will be released !

Tcho !

PS : i change stofiles to avoid this problem .

BlazeRedSXT
May 19, 2006, 02:30 PM
Sto... I love your map generator, alot of great options.. but....

will you be updating it to 1.61?

Cheers!

Sto
May 19, 2006, 03:35 PM
Hello !

Yes I will upgrade the scripts to the version 1.61 .

In fact, I gave up the idea to make a base out of the play ( too much problems for multiplayer games and the editor borrow me ).
So ,That took much time to me to adapt scripts .
I use the system of Surt to store défault options (Thanks for this function !)

I have worked on Lakes for three weeks :
- I already finished the button to make big sizes . That took much time to me because it was necessary that I do many adjustments and that I remake the starting points location

- I added a button to reveal parts of the map ,water percent ,size of the lakes and to choose starting technologies. And perhaps a fantasy MOD ( surprise [party] ,just for the pun)

-I changed the system of selection of the units and the starting resources (much freer)

-In this moment, I am remaking the generator of resources.That is rather difficult, because I try to extend the placement of the resources in a dynamic way. Thus that surely will take time to me.

-Then I must remake the generator of the starting resources .

-the script will be customizable simply by editing it .

And finally i'll post Lakes before making the other maps . I believe that I need two or three weeks additional to finish Lakes .And I am sure that that will take much time to me to adapt some of it (all MultilayeredFractal) .

Thus if you have a script which you prefer, do not hesitate has to say it to me. And I would start with that one after Lakes

:) Tcho !

Sto
May 26, 2006, 05:11 PM
The new version of Lakes is out .

With :

- a button to reveal some parts of the map , and to choose starting technologies .

- a button to add some big sizes of maps . I haven't tested any game with big maps , so i don't know if there are playable .

I begin to update the others maps ...

Tcho !

GiantGuineaPig
May 27, 2006, 10:52 PM
there is only sto_lakes.py in the zip file?

Sto
May 28, 2006, 02:45 AM
Yes , there is just Lakes for the moment . I'm sorry but the new version of the map took a lot of time for me . I actually play a game to see if there are not big problems ( i think i will reshape the starting locations , the default values for starting locations are not taking count of resources . I will also add a level to spread resources by regions and to start on coast ...)
Then , i will make the others maps . if you prefer one , tell me and i will begin with it . It don't seems ,but i do a lot of changes ,especialy the resources generator that extend placement of a resources in a dynamical way and lot of things even if there are not a big difference with the last version in appearance.

i wanted no more external files , to symplify multiplayer games .the script is customisable at the beginning of it by editing it .you can customize the same , except the resource placement .

tell me wich map you prefer !

Tcho !

GiantGuineaPig
Jun 03, 2006, 12:21 AM
I like chess, just because of the barbs making their own cities quite well and growing...

Sto
Jun 03, 2006, 02:03 AM
OK ! , chess will be the next !

But i'm a little hill and can't spend so much time on PC ... So i don't know when i'll finish it .

Tcho !

Sto
Jun 15, 2006, 10:44 AM
New version of Lakes . Some few changes !

Now i begin the other maps ...

Sto
Jun 16, 2006, 05:17 PM
A little bug corrected into the debugger that can prevent for the tech ,animals and barbarians to appear !

Tcho!

strategyonly
Jun 22, 2006, 03:00 AM
Sto.
Just for your info, you keep using "wich" should be "Which." just thought i'd let you know, have a nice day.

Sto
Jun 22, 2006, 04:49 AM
ok ! thanks !

Sto
Jun 22, 2006, 09:09 AM
Hi !

I change the eventmanager to be able to add barbarians, to change starting technologies etc ...
I thought of having put enough safety measures not to make crash a MOD, but I noticed that my scripts did not go with SEVO MOD .
I will try to regulate that. In the worst case I will adapt scripts to make them compatible with some instructions (like a MOD COMP).

If my scripts do not go with a MOD, please, announce it to me so that I can see what occurs!

Tcho !

BlazeRedSXT
Jun 23, 2006, 10:44 AM
The new versions of Chess and Lakes have no options in the menu with Ffh2
Everything but the first Core options(Era, Sea Level, Size Speed, etc) show only Random... no other menu options.

Cheers!

Sto
Jun 23, 2006, 11:02 AM
Thanks for the feed back , i will take a look at this ! I still don't understand what can make such a thing ! I hope this is a little bug with XML values ...

Tcho!

Sto
Jun 23, 2006, 01:15 PM
BUG fixed for FFH2 . That was a little bug with XML values . FFH2 introduce unitClass without default unit and i didn't check that !

Now GO FRANCE !

Tcho !

crazyastro
Jul 30, 2006, 01:59 PM
warlords compatibility?

Sto
Jul 30, 2006, 02:27 PM
warlords compatibility?

Sorry , I don't know ? :confused: ?

i can't buy Warlords for the moment ... but i think there is no problem with the map generation . For the technologies , units and reveal ... i really don't know because i can't test it ...

But if these options cause the game to crash and you still want to play with the mapscript without tech , unit , barbs and animals :

you may edit the mapscript (with notepad or python) and make this change at the beginning of the script :

def enableAddGameElements():
return False


I can't do anything else without warlords ... ( perhaps someone will reply )

Tcho !

FastWorker
Sep 04, 2006, 07:50 PM
I have Warlords and am loving this script. I wish that it were available with other land types, such as terra or panagea. The resources all work, and it seems to give you the starting resources you ask for. However, it doesn't seem to give you the techs or starting units that you ask for.

Sto
Sep 05, 2006, 10:43 AM
I have Warlords and am loving this script. I wish that it were available with other land types, such as terra or panagea. The resources all work, and it seems to give you the starting resources you ask for. However, it doesn't seem to give you the techs or starting units that you ask for.

Thanks for the feed back , i can't have warlords for the moment so i can't fix it . i will loose internet for a month , so i will not be able to change that soon . but i will try to seperate chosen tech , units , animals and barbarian's cities to see if the problem is global with warlords or if this is just a bug in one section ( i will also take a look at the warlords API to see if the solution if obvious ) .

i will have no problem to make that for the pangea script (and this will be in the next version ) , but this will be more difficult for terra ( i'm not sure i will have the time to do that in the next month ) ... sorry , but you will have to be patient (a month ) if i can't achieve that before the end of the week .

Tcho !

Sto
Nov 09, 2006, 10:28 AM
actually , i rewrite the starting bonus and units . i solve the problem with multi MODS like FFH and civ4 map transfert .

But i wanted to know if the problem is solved with the Warlords expansion ( i don't have it , and i try to solve the problem with the help of the FastWorker's log file ! ) . if some one could test this map script with warlords and tell me if he achieve to have a starting unit or reveal part of the map , that would be great !

Thanks ! Tcho !

FastWorker
Nov 10, 2006, 02:31 PM
It works!

Even the parts that didn't work with the 2 other Sto script maps work. I added a worker, scout, and great person to the start screen. They all showed up, as well as the resources I requested. I picked "to the madness" for animals, and boy was it not kidding. They showed up at the start of the game instead of waiting a dozen or so turns, like normal, which unfortunately meant for me that my scout was killed by a bear & panther team about 4 turns into the game.

My warrior was killed not long after as the animals seemed to travel in packs. It was not uncommon to see a bear, another bear, a lion, and a wolf all within range of eating my unit. I wasn't able to explore effectively until I got the chariot and even then considered having them travel in groups of two to let them survive long enough to heal. But the other teams were having issues with the animals, too, as every other unit I met was injured.

With all the resources, the cities grew amazing quickly. It changed the game by having some countries show up at 1000 AD, well after I thought I had met everyone, but turned out to be on the far end of the world, probably losing their scouts, too.

I don't remember running into any barb warriors, but I built the Great Wall rather quickly, so that is probably why.

Sto
Nov 10, 2006, 02:48 PM
It works!

Even the parts that didn't work with the 2 other Sto script maps work. I added a worker, scout, and great person to the start screen. They all showed up, as well as the resources I requested. I picked "to the madness" for animals, and boy was it not kidding. They showed up at the start of the game instead of waiting a dozen or so turns, like normal, which unfortunately meant for me that my scout was killed by a bear & panther team about 4 turns into the game.

My warrior was killed not long after as the animals seemed to travel in packs. It was not uncommon to see a bear, another bear, a lion, and a wolf all within range of eating my unit. I wasn't able to explore effectively until I got the chariot and even then considered having them travel in groups of two to let them survive long enough to heal. But the other teams were having issues with the animals, too, as every other unit I met was injured.

With all the resources, the cities grew amazing quickly. It changed the game by having some countries show up at 1000 AD, well after I thought I had met everyone, but turned out to be on the far end of the world, probably losing their scouts, too.

I don't remember running into any barb warriors, but I built the Great Wall rather quickly, so that is probably why.

Great :) !

Thank you , i will finish this script as soon as possible . I'am happy to see that the map goes with WArlords . Many tanks for your log file , that help me much . I think i don't understand everything with the animals . the script add 50 % tiles with animals (to the madness settings ) ... For the game play ,you have to try some settings . You may use animals for two reasons : slow the exploration or speed up the game with start strong unit . Anyway when you choose to add lots of barbarains , i recommand you to put 1 copper for everyone and mining to make some good units at the start of the game . In fact it's up to you to find a good game play like you want to play ( that's why i've put all into % and no restriction) .

there is also some settings at the beginning of the script (you can edit it with notepad ) where you can change lot of things ... animal percent , min distance for barbarian cities etc ... there will be more in the next version .

i begin to work on the starting location resource , i PM you as soon as i've finished one .;)

Tcho!

edit : you 've saved me with lots of hard works !

FastWorker
Nov 10, 2006, 02:54 PM
Oh, I wasn't complaining about the many animals, at all. I thought it was great fun to have the option of having so many that you couldn't even dodge them. It added a whole new element to the game.

Sto
Nov 10, 2006, 03:06 PM
Don't worry ! i don't understand everything in english that's why i prefer explain again and looks like rude ... :lol: (i even don't know if that's mean something :crazyeye: )

Tcho !

FastWorker
Nov 10, 2006, 03:37 PM
:crazyeye: It's all good.

seady
Nov 13, 2006, 01:57 PM
If you use a script like this for a mod with custom resources (for example Green Tea and Black Tea), does the script use the resources or only the ones in the original game?

Sto
Nov 13, 2006, 02:05 PM
The script use all resources . there is no default resources coded in the script , all is dynamical .

Tcho !

Sto
Nov 25, 2006, 10:53 AM
Out the new version of the maps :

_ All previous bugs fixed . (FFH2 compatibility , Warlords compatibility , ...)
_ A new button to egalize starting resources .
_ all starting resources has been redefined . better placement around the starting point . The script now calculate a realistic region of player .
_ all starting techs has been redefined .
_ all starting units has been redefined .
_ some buttons to choose the starting traits : need to play a MOD with The Lopez's Scriptable Traits . Implemented for FFH2 . I will try to compile this MOD COMP for those who play with no MOD or a "without SDK" MOD , for 1.61 .

Tcho !

Sto
Nov 26, 2006, 10:57 AM
I've posted a compilated version of the MOD COMP Scriptable Leader Traits made by The Lopez . (1.61 only for the moment , i will try to get the warlord sdk)

It's loadable as a mod is you like to play without MOD or easy to adapt for a MOD without SDK .

Tcho !

FastWorker
Nov 27, 2006, 01:14 AM
I just tried this, but for some reason, when I try to choose the variables, it always reverts back to random. For example, if I pick width size as 3, it goes back to random. It appeared to do this with every option for both the lakes and archipelago.

Sto
Nov 27, 2006, 04:27 AM
I don't fully understand . You can't select any button of the map ? the button return every time to random , that's it ? or you don't recover the old settings saved with the map ?

I get no problem with 1.61 so , If you can't select any button of the map . This is probably a new bug caused by warlord . i have a little idea of what may cause that and this is not a good news . But i will have warlords within a few days , this will help me to find the cause of that .

anyway , can you tell me if i've well understood ?

Thanks ! Tcho !

Edit : Ok ! i've got warlords and i've seen the problem and begin to fix it .

Sto
Nov 27, 2006, 06:46 AM
I just tried this, but for some reason, when I try to choose the variables, it always reverts back to random. For example, if I pick width size as 3, it goes back to random. It appeared to do this with every option for both the lakes and archipelago.

Ok ! there is no problems if you put a copy of the scripts into the folder : ... Civ4\Warlords\PublicMaps . You can have a copy of the maps in both folder PublicMaps and Warlords\PublicMaps ... there is no problem .

I will compilate the Scriptable Leader Trait by the Lopez soon for warlords, if you want to change your traits ( and play with no mod )

Thanks for the feed back ! Tcho !

FastWorker
Nov 27, 2006, 02:42 PM
Ah. When I checked, I had indeed placed the maps in the civ4/publicmaps folder instead of the civ4/warlords/publicmaps folder. I'll try it again.

Sto
Nov 28, 2006, 02:57 AM
I've posted a compilated version of the MOD COMP Scriptable Leader Traits made by The Lopez for WARLORDS
It's loadable like a mod is you like to play without MOD or easy to adapt for a MOD without SDK .
But i've not tested it for multiplayer games , that should work .

Tcho !

ERLoft
Nov 28, 2006, 11:07 AM
Nice script Sto, thanks!

The new version works well with Warlords :) I guess I don't need to worry about the end of the Smart Map Script with this one!

Sto
Nov 29, 2006, 07:26 AM
Addition of Terra and Pangaea . And a little pop up to tell you what are your starting traits if you play with lots of them .

Tcho !

Sto
Dec 01, 2006, 04:50 PM
For fastWorker .Some players have still problems with warlords .this is a test file .

Edit :Sorry , i was so hurry that i post the same script as original ...:blush:

Sto
Dec 02, 2006, 10:03 AM
I get an unexpected BUG with different config of Civ ... checking that .

on the post above , there is a temporary version that should work ( exept with FFh2 )

FastWorker
Dec 02, 2006, 04:55 PM
I tried all 4 of them and they all work great. The resources, techs, people/workers/troops, barbs...everything. This is such an awesome mod as it can completely change the game and skew it in any direction you want.

Sto
Dec 05, 2006, 01:51 PM
BUG fixed . The method used to get the mod name is removed . All maps works well now !! :)

I will probably incorporate the method of SimCutie to get the mod name played but i does not understand all for the moment , and i'm not sure i can use it for map scripts .
I want to get the mod name of the script to automaticaly call a special implementation for the specific MOD . For the moment , the mod implementation can only be chosen manually while editing the script .

There is a special implementation for FFH2 coded into the script , made to prevent bugs or to equilibrate options : with aleatory traits ( Ex : you can't remove or add the sprawling trait . because that cause a bug), with aleatory resources ( only lanuns can get a pearl ) , with aleatory tech ( seafaring can't be removed from lanuns and can't be added for others ) . this method is easy to adapt for other MODS , do not hesitate to ask me to do it if you can't achieve to do it yourself ( there is notes at the beginning of the scripts ).

Tcho !

Bringa
Dec 06, 2006, 03:50 PM
This should work with Visa, right?

[edit to add]: and do I have to be careful about old versions of these map scripts in Civ vanilla's PublicMaps? I noticed that before I extracted the new versions in the wrong place, but still tried to make a game and saw sto_archipelago and lakes, from the old version, so even though I was running Warlords at the time, the game must have also looked in the vanilla installation's PublicMaps folder.

ERLoft
Dec 06, 2006, 04:15 PM
I can confirm they work with Visa...

Sto
Dec 06, 2006, 04:15 PM
This should work with Visa, right?

Sorry , i don't know Visa :blush: . If this is a MOD . If there is no special tech or no special trait , Yes . I mean special if removing or adding them cause a bug and need a special implementation for the script . I can do it if you request ... What's VISA :confused:


[edit to add]: and do I have to be careful about old versions of these map scripts in Civ vanilla's PublicMaps? I noticed that before I extracted the new versions in the wrong place, but still tried to make a game and saw sto_archipelago and lakes, from the old version, so even though I was running Warlords at the time, the game must have also looked in the vanilla installation's PublicMaps folder.

You should replace the scripts into both folder . the two last version are not safe . And the bug does not occure every time , that's always a mystery for me ... but i removed it .

Warlords looks at both folder , i think there is no problem if you have only the map script into Civ vanilla's PublicMaps . But i've not tested that ( i've just get warlords and still do not play with it . But , if i remember well , this should work )

Tcho !

Sto
Dec 06, 2006, 04:16 PM
I can confirm they work with Visa...

Cool , thanks ! What's visa ? :mischief:

Edit : i actually adapt custom_continents , hub , wheel and inland sea . the maps i like to play ... if you want the adaptation of another map , please ask ! for info , i will not do them if you don t ask for .

ERLoft
Dec 06, 2006, 04:43 PM
Visa is one of the best mods out there - it's kind of taken up the torch as Amra, Sevo and others have semi-retired. It's for Warlords only and has LOTS of changes and additions.

Find it HERE (http://forums.civfanatics.com/showthread.php?t=188624)

Sto
Dec 06, 2006, 04:44 PM
Thx , i will try it :) . This will perhaps give me ideas .

Tcho !

Bringa
Dec 06, 2006, 04:59 PM
Visa is ****ing massive. I'm just starting my first MP game in it now, but the AMOUNT of everything is mindbending. I played a quick one vs ai with pangaea and it seemed to work just fine :)

[edit] God I love the stars. Especially Capella.

[edit2] We were having some trouble in MP. Even though we BOTH had the newest versions of sto maps in both vanilla and warlord's publicmaps, my friend still had to "download map" from me, which took about 2 minutes. Any ideas?

Sto
Dec 07, 2006, 07:11 AM
[edit2] We were having some trouble in MP. Even though we BOTH had the newest versions of sto maps in both vanilla and warlord's publicmaps, my friend still had to "download map" from me, which took about 2 minutes. Any ideas?

I've made some tests with a little old PC than can tell me if there is an OSS problem . I get no map transfert and no OSS , for every test i've done .
Note that if the map script is transfered , there is an OOS problem . that's why the civ4 map transfer is imcompatible . (this is due to global function i use for the menu . but if i remove them , the script take too long time to appear when you select it ... about more than 4 mins )

So , i think this a problem of initialization .

you should try this : the easy way

1 _ Delete all Sto_scripts into both folder , and the transfered maps into C:\Documents and Settings\<user name>\My documents\My Games\civ4 or warlords\TransferredMaps

2 _ launch civ4 , go into single player menu , custom game , exit .

3 _ put the maps back into PublicMaps ( i always use the main directory folder , not those located into MyDocuments )

4 _ this should work .... i think .


or this :

1 _ edit "CivilizationIV.ini" located into the folder "C:\Documents and Settings\<User name>\My documents\My Games\Warlords"

2 _ and set :

DisableFileCaching = 1 (default option i think)
DisableCaching = 1

or this :

1 _ go into the folder : "C:\Documents and Settings\<user name>\Application Data\My Games\Warlords"

2 _ Delete the folder "cache"



The 3 way should give the same result , but the 3rd way is the best to test if there is a problem . ( you can do all 3 also )

I think this should solve the problem , tell me how that goes and if that still not work , reply me and i will try to found the problem . I will also make some little test now to see if there is no other problems .

Tcho!

Sto
Dec 07, 2006, 08:11 AM
I've just make a test and all work without problems . So i think this is a problem of file caching and the method described below should work . the method to clear the cache is fully described in the VISA thread also . putting disable file caching into both CIV4.ini ( the one for civ4 and the one for warlords ) is the better way to have never problems with file caching .

you should delete the cache of vanilla civ4 also located into the folder "C:\Documents and Settings\<user name>\Application Data\My Games\Civ4" because i don't know in wich cache the map scripts are located ... probably both

I have only one version of the script into the Civ4 publicmaps folder and not into the warlords one without problems -> only one copy of the scipts into civ4/PublicMaps is usefull .

Hope this will work without problems now . tell me how that goes .

Tcho !

Zapata78
Dec 10, 2006, 03:24 AM
I just started using your scripts with VISA and love them, however suddenly they won't add any units. the first couple of games i played they added units fine, but now it won't add any, any ideas what could be wrong?

Zapata78
Dec 10, 2006, 06:20 AM
Nevermind, I figured out what the problem was. I had changed a setting in the VISA ini file and it was causing some errors. Now that i changed it back everything works great. thanks for the great mapscript

Sto
Dec 10, 2006, 08:36 AM
Nevermind, I figured out what the problem was. I had changed a setting in the VISA ini file and it was causing some errors. Now that i changed it back everything works great. thanks for the great mapscript

I've just takink a look into the visa .ini file without going far ... i can't find what can cause a bug during the adding of elements ? can you tell what you've change and revert back please ?

I'm curious to see what cause this bug . Because anything that cause a bug into the adding of game elements cause the stop of it (ex : you have a bug because i remove a special tech that can be remove ... you will have no units too ->will be changed in the two next version and separated )

Thanks , Tcho !

Nb : To prevent the problem of file caching , i will include the version into the name of the script -> no more problem of file caching .

Zapata78
Dec 10, 2006, 06:18 PM
i put the unit allegiance chance at .5, which appears to be an invalid number, it must only take integers. when i switched it to 1 it works fine.

Sto
Dec 10, 2006, 06:53 PM
i put the unit allegiance chance at .5, which appears to be an invalid number, it must only take integers. when i switched it to 1 it works fine.

Thanks , i know now that has nothing with the script :)

Tcho!

Sto
Dec 11, 2006, 05:47 AM
Addition of Custom Continents and hub .

I've also include the version into the name of the script to prevent file caching problems .

I've a lots of details to work on before the version 3.00 and the addition of inland sea and wheel .

Tcho !

Krondor18
Dec 14, 2006, 05:14 AM
Great work. A big Thank You from Austria.

These scripts are exactly what I searched for and missed in the standard version. :)

Bastian-Bux
Dec 14, 2006, 05:29 AM
Could you make it possible to generate maps for more then 18 civs?

Sto
Dec 14, 2006, 07:57 AM
Great work. A big Thank You from Austria.

These scripts are exactly what I searched for and missed in the standard version. :)

Thanks , pleased that you like the scripts . :)


Could you make it possible to generate maps for more then 18 civs?

The starting locations is the next work i want to improve , ( with lost of other details , like to make the script readable by another scripter) . I have already improved parts of some or entirely change them .

I've never played with more than 18 civs but :

- for Hub : it's near impossible for me to do that now, that's need a huge work .

- for Archipelago : the script let the default implementation if more than 18 civs

- for custom continents : the number 18 is hard coded into the script ( never noticed it before ) ... will look if this can be simply changed or intentionnal.

- for terra , Chess , Pangaea , Lakes : i've totaly rewritten the starting locations and i've made no "18 civ" limit . If the script can't place all player , it let the default implementation do .

So , exept for Hub and Custom Continents , you should be able to play with more than 18 civs . If not , tell me wich MOD you play and i will take a look to understand why .

Tcho !

Sto
Dec 14, 2006, 08:32 AM
For Bringa and other players that want details on trait implementation . I've added an explaination in the first post .

Tcho !

Sto
Dec 15, 2006, 12:08 PM
A bug fixed for non english languages in the traits selection.

Tcho !

seady
Dec 17, 2006, 11:02 PM
Yay! I love these scripts :D

Morgan Azure
Dec 23, 2006, 08:29 PM
Hey Sto, merci pour tout ton effort pour le script!

Is it possible to get a sto version of fractal or continents? I can't stand the unnatural shapes and locations of custom_continents.

Bastian-Bux
Dec 26, 2006, 03:27 AM
Ty Sto.

I was playing Genetic era mod with Archipelago and your map, and it tends to produce only a very limited number of starting islands. Maybe look into that?

Grimvisage
Dec 26, 2006, 08:42 PM
This script doesn't appear to work with either vanilla or Warlords for Mac... I can select the map in the custom game menu, but none of the other options for the script appear in the menu. It just says custom_<xyz>. On top of that, when you actually start a game using any of the maps (without changing any options, obviously, since they don't exist), it creates a world that is completely grassland and rivers with a few forests. Any way you can check that out?

Grimvisage
Dec 27, 2006, 07:36 PM
Thankfully, AlanH has graciously altered the script so that it works on a Mac, and I can play your excellent script! :-D The thread for that can be found here. (http://forums.civfanatics.com/showthread.php?t=198619) However, I have some questions. In your script, you comment in the world size generation section that altering the sizes is encouraged because Earth-type maps are supposed to be huge. However, I don't know how to set the values appropriately. When I attempt to increase the values for Huge size in what I think is the correct proportion, my whole computer locks up. How can I fix this? Also, it appears that in Sto_Terra, the default barbarian setting is "raging" because I encounter a complete bloodbath around the year 100 BC, with multiple barbarian cities all across the continent--and this is with barbarian cities set to "None" and animals set to 2%! Is there a way I can edit the strength of the barbarians? That would make the map much more playable. Thanks very much!

Sto
Dec 28, 2006, 08:49 AM
Hey Sto, merci pour tout ton effort pour le script!

Is it possible to get a sto version of fractal or continents? I can't stand the unnatural shapes and locations of custom_continents.

No Problemo , i will make them the next week . :)


Ty Sto.

I was playing Genetic era mod with Archipelago and your map, and it tends to produce only a very limited number of starting islands. Maybe look into that?

I don't change anything with the plot generation of every map . Do you play with the option Snaky Continents , Archipelago or Tiny islands ?
As i've just change some little things into the starting locations , i will take a look at that . :confused:

EDIT : Not sure i've all understood . Do you mean that all players start on the same(s?) islands ?


Thankfully, AlanH has graciously altered the script so that it works on a Mac, and I can play your excellent script! :-D The thread for that can be found here. (http://forums.civfanatics.com/showthread.php?t=198619)

Thanks , i will try to make the script compatible for mac . As i can't fix problems directly , i will try to adapt the script with this thread . :)


In your script, you comment in the world size generation section that altering the sizes is encouraged because Earth-type maps are supposed to be huge. However, I don't know how to set the values appropriately. When I attempt to increase the values for Huge size in what I think is the correct proportion, my whole computer locks up. How can I fix this?

Excuse me ! But I've not understood ( the problem and translation ) . Can you give a concret example on what you're doing . ( my whole computer locks up = your computer stop responding ? ) :confused: Sorry for my poor english :confused:


Also, it appears that in Sto_Terra, the default barbarian setting is "raging" because I encounter a complete bloodbath around the year 100 BC, with multiple barbarian cities all across the continent--and this is with barbarian cities set to "None" and animals set to 2%! Is there a way I can edit the strength of the barbarians? That would make the map much more playable. Thanks very much!


In fact , i don't touch anything into barbarian settings ... the default "raging" setting has nothing to do with the map scripts .
With the scripts , you have the choice of addind barbarian cities and animals at the beginning of the game . But i don't change the Civ IV barbarian settings . They are just added .
The percent of barbarian cities is just : "the number of city placed"/"the number of maximum cities possible to place , according with some settings"
The percent of animals is the percent of avaible land ( excluding city radius and starting location ) where to place an animal .

However , you can edit the script and look for that at the beginning of the script . you can directly change values here .

#### define the set of barbarian cities percents .
def getBarbarianPercents():
return [0,5,15,25,40,65,100,(10,25)]

#### define 1 : the minimum distance between a player starting location and a barbarian city
#### define 2 : the minimum distance between two barbarian cities
def getBarbarianDistances():
return [7,5]

#### define the set of wild animals percents .
def getAnimalPercents():
return [0,2,5,11,18,25,35,(7,20)]


Do hesitate to tell me if i've not entirely answer your questions . Because i don't understand everything :)


Tcho !

Grimvisage
Jan 03, 2007, 08:12 PM
Sto,

I do appreciate your work and your answering everyone's questions. Using AlanH's edits to your script, I've been playing more on your Sto_Terra script. The big problem I have with it is one that I've had all along. When I set the "Wild animals" option to "None", there are still animals in the game. Lots of them. Apparently, that setting does not work. Also, both my friends who run your script on PCs and I, who run it on a Mac, have noticed that the barbarians are very strong on any difficulty. Too strong. Around 1000 BC or 1 AD on an Epic speed game, suddenly hordes of barbarians begin appearing from nowhere around our cities. We sent out scouts to see if they were coming from cities, but we found no barbarian cities anywhere nearby. Eventually, we simply had to give up on a couple of games because we could not keep them away. That was only Warlord difficulty, too. When we click the option for "No Barbarians," that works. There are no animals or barbarians. So, we aren't sure what the problem is. Is there anything at all that you can do? We love your script, except that we have a hard time playing it because there are so many animals and barbarians. Thanks much!

Sto
Jan 04, 2007, 04:54 AM
When I set the "Wild animals" option to "None", there are still animals in the game.

I don't control the animals setting with this option , this is just the number of animals added at the beginning of the game . if you put "Wild animals" option to "None" and "raging barbarian" , you will have no animals at the beginning of the game because i don't add any . But with "raging barbarian" they begin to spawn after turn 5 (SDK source) .

i.e : - my script simply add some units at the beginning of the game
- this is the civ4 barbarian setting that regulate the spawming of barbarian units during game .( where i don't touch anything )

Around 1000 BC or 1 AD on an Epic speed game, suddenly hordes of barbarians begin appearing from nowhere around our cities. We sent out scouts to see if they were coming from cities, but we found no barbarian cities anywhere nearby.

When you change era or a limit of city is reached by area : Civ4 begin to spawn military units first , before creating cities . I don't control that .

So, we aren't sure what the problem is. Is there anything at all that you can do? We love your script, except that we have a hard time playing it because there are so many animals and barbarians. Thanks much!

I've just taken a look at the C++ function that create animals , units and cities . There is a restriction depending on era , num player cities , barb options and number of already animals and units . So , even if i add a lot of animals at the beginning of the game , Civ4 don't add another units since the limit is reached . Howewer if you add barbarian cities ,they will create units from the very beginning of the game .

Once again , i don't touch any barbarian setting into civ4 , they are just added at the beginning of the game . Are you sure that there is a big difference with another script when you add no barbarian cities or animals with my script ? ... As i don't change anything into civ4 and the civ4 implementation garanty a max limit of barbarian units before creating one , i don't understand :confused:

I've never get problem with animals and barbarians with 1.61 . But i will try to make a game with warlords before the release of the map compatible for mac ( need 3 or 4 days more, too hill to make them ) . Perhaps an unexpected thing happen but i don't understand how that can be possible !


Tcho !

Edit : have you read the spoiler into the first post ?

Sto
Jan 06, 2007, 12:58 PM
Addition of the Fractal and Continents scripts . This version should be compatible with MAC OS with big thanks to AlanH for that . :)

Tcho !

Sto
Jan 13, 2007, 12:52 PM
A bug fixed for FFH2 Traits implementation ( thanks Bringa :) ) : adaptive and insane were replaced even if you 've chosen default traits .

Working on reducing the number of buttons ...

Tcho !

snoochems
Jan 17, 2007, 09:18 AM
This mod is great. I'm new to it, and am having difficulty with the world sizes. There seem to be 2 different options for adjusting the world sizes. One being a multiplier for the height and width, and another, 'Big Sizes' or soemthing that simply doesn't make sense to me.

Sto
Jan 17, 2007, 09:24 AM
This mod is great. I'm new to it, and am having difficulty with the world sizes. There seem to be 2 different options for adjusting the world sizes. One being a multiplier for the height and width, and another, 'Big Sizes' or soemthing that simply doesn't make sense to me.

For info , I will probably disable this tree buttons for the next version , because i want to reduce the number of buttons ( cause of the CTD ) and i think this 3 buttons are not used a lot . But you will be able to reactivate them into the scripts .

I add an explaination into the first post .

Tcho !

snoochems
Jan 17, 2007, 09:36 AM
Wow... thanks for the prompt reply. Anyways, seeings as though your here...

What does the 'meadows' option do?

And how does 'plains' work? Does the option ''Reg" under plains stand for 'regular'?

Besides that, I think the rest is pretty easy to understand. I'm going to have fun with this.

Sto
Jan 17, 2007, 09:52 AM
The explainations for the size of maps are added .

For the terrain , i will probably change that also and try to make only one button .
There is an explaination into the readme.txt . Meadows=Grass ( will change that ) .
All five buttons for terrains interferate each other . But the level is the same that with other buttons (few , little , much , lot , huge ) . If you put "standart" level for all fives , you get a climat near the original map ( to have a reference ) . "Reg" is a word to design a kind of terrain ( near desert on fresh steps ) , lots of plains ( using altavista , i was thinking that reg was also used in english ) .

Tcho !

Knodel
Jan 30, 2007, 09:13 PM
Pardon my ignorance, but I am wondering why in a multiplayer game each of the players would need a copy of the map generating program. Surely the python to randomly generate the map is only going to run on the PC that is hosting the game setup? Each of the players is not going to be generating their own map.

Thanks
jk

Sto
Jan 31, 2007, 03:02 AM
A thread (http://forums.civfanatics.com/showthread.php?t=188460) where the famous Gerikes explain multiplayer set up for MODS . This must be the same for map scripts as i encounter every possible Out Of Sync trying to make these scripts compatible with the Civ4 transfert .

In short , I think that every player generate the map and the hosting player check if all game states are the same for all . For an example , when i've added the little pop up to tell you what are your new traits when you add lots , i've include the description of the traits in the pop up -> If you play between players with different languages the description is not the same for all and you get an out of sync ( i change that temporaly using the type description that is the same for all ) . Another example is that i use global variables to make the menu , and re-use them during the map generation . If i don't reinitialize these variables at the beginning of the generation -> the game check for these values and found they are different for every player and you get an OOS .

That's why there is the transfert of the script if one of the MP player have not the script ... to run it and check with other players . But because the civ4 transfert is not compatible with my scripts , every player must have the same script before lauching the game . That's also why i ask to rename the script if you change something in . If you launch a MP game with two different scripts with the same name , you get some different results and so an OOS .

Tcho !

Bringa
Mar 17, 2007, 10:33 AM
Sto, we've started playing with your maps again, and we get the same problem again, that we have this "sending map to players" thing every time we begin a game. We made very sure that we both have the same version, with exactly the same name, in exactly the same place. any ideas?

NM this for now, my friend copied the .py into his publicmaps but didn't restart Civ IV. Will report back if problem still exists next time around.

Sto
Mar 17, 2007, 11:08 AM
NM this for now, my friend copied the .py into his publicmaps but didn't restart Civ IV. Will report back if problem still exists next time around.

Sorry , i've got no idea of what can do that . I use to play with a friend and we never get this bug . We have both the same version of the maps just in Civ4 "public maps" folder (not warlords) even when we play with warlords . As i frenquently make some tests (some little changes) and never got this bug ... i don't know .

The only thing i think is perhaps a file caching problem ... again . The game have perhaps saved the map ID ( date and size ) in the cache and do not refresh it even if you've change the scripts !? . You can test that :

1 _ edit "CivilizationIV.ini" located into the folder "C:\Documents and Settings\<User name>\My documents\My Games\Warlords" for warlords or/and "C:\Documents and Settings\<User name>\My documents\My Games\<civ4 folder>" for vanilla . You can edit it with notepad .

2 _ and set :

DisableFileCaching = 1 (default option i think)
DisableCaching = 1

or this :

1 _ go into the folder : "C:\Documents and Settings\<user name>\Application Data\My Games\Warlords" for warlords or C:\Documents and Settings\<user name>\Application Data\My Games\<civ4 folder>" for vanilla .

2 _ Delete the folder "cache"

If you use to play with different MOD and maps , i strongly recommand you the first solution for all players in the MP game . even if this not solve the problem with my scripts . The lost of time on initialization is less than 30s for a big MOD like FFH2 (I still don't understand why there is such a choice . Disabling file caching by default would be a better choice by the civ4 programmers i think ) .

Does the map is launch until the end (get the OOS ) and every player can reconnect ? I know this is not a good solution but this appear only one time when you start the game , and not after when you load it . As i can't reproduce the bug , i don't think of anything else . If you have the loggin enabled , can you post "network-2056.txt" please ? but i don't think this may be a great help .

I can make the scripts disabling file caching but i don't want to touch the users settings .

Please tell me if the first solution works if you try it . Sorry i can't help you much .

For infos : i've done half of the new version for a map , and begin to work on FFH cultural linked starting location and a special implementation for the "one city challenge" option (with or without starting barbarian cities ) . The next version is not for tommorow as the implementation becomes very different for all maps .

Tcho !

EDIT : i must be blind and don't see the quote . Thanks for your feed back !:) :rolleyes:

Leiche
Mar 23, 2007, 02:49 PM
Hi,
is there a way to change the language in this MapScript back to english.
I've installed the german version of Civ4 and it is really hard to understand the translation of the pulldown menus *translation bot slap* :crazyeye:
I can change the language of the game in the option menu, but the Script still remains german :confused:

Regards, Leiche

Sto
Mar 23, 2007, 03:02 PM
Hi,
is there a way to change the language in this MapScript back to english.
I've installed the german version of Civ4 and it is really hard to understand the translation of the pulldown menus *translation bot slap* :crazyeye:
I can change the language of the game in the option menu, but the Script still remains german :confused:

Regards, Leiche

Hi ! re :)

If you change your language to english and the scripts is still in german , probably you need to restart civ4 , but all the scripts you don't show before the change should appear in english after .

There is a way to set the scripts in english and keep civ4 in german . you can edit the script with notepad and look for ( there is lots of other settings you can found at the beginning of the script , but remember that if you change some others , you must send it to your friends before playing in MP game ... it's better to rename the script in this case):

#### choose language of the map menu : -1 is for default , 0 : English , 1 : Français , 2 : Deutsche , 3 : Italiano , 4 : Español
def getLanguage():
return -1


and set "return 0"

But you need to do that in all the scripts you want to play ( i remember also i've not test that for OOS , but should work . I will make a test tomorrow with a friend to check OOS problems with that ) . I don't want to make a ".ini" file to group common settings like this because there is lots of folder you can put the scripts and so not easy to found (that will cause also OOS problems with different ".ini" ).

Tcho ! :)

Sto
Mar 24, 2007, 09:11 AM
The text to translate in german for Leiche . Thanks for your work :)

Tcho !

Leiche
Mar 24, 2007, 02:35 PM
Thanks for your text. It made the translation pretty easy :goodjob:

Here you go :)

Sto
Mar 24, 2007, 02:41 PM
Great , i will incorporate that tommorrow :)

Tcho !

Sto
Mar 26, 2007, 10:30 AM
New version 2_993 with the german translation made by Leiche .

Tcho !

Leiche
Mar 26, 2007, 11:24 AM
Great Sto :goodjob:
I'll download the scripts and give you feedback on them ;)

Leiche
Mar 26, 2007, 12:10 PM
Ok, maybe I was to fast ...
I tried to download the new version, but it was 2_992 :confused:
Btw ... I now realizied that there is a readme file included. I'll give you a translation on this one too ;)

Sto
Mar 26, 2007, 12:20 PM
Ok, maybe I was to fast ...
I tried to download the new version, but it was 2_992 :confused:
Btw ... I now realizied that there is a readme file included. I'll give you a translation on this one too ;)

I've just verified the version , it's the 2_993 . Thanks for the readme file but i think there is lot of things that will change in the next version ... but the next version is not for tomorrow . :)

Tcho !

Leiche
Mar 26, 2007, 12:47 PM
Ok, now I got the right versions :D
I've take a look on all scripts and all of them are now understandable for germans.
The only thing I found was in the pulldown menu "Staring resources" the german word "Ressourcen" should be written with the capital letter "R" ;)

greets Leiche

Sto
Mar 26, 2007, 12:56 PM
Ok thanks , i will change that right now , and it will be included in the next version .

Tcho ! :)

Lark
Apr 09, 2007, 05:37 AM
Three things:
1.) I'd like an option to set tribal villages to none. None, or merging the bonus with barbarian cities, and I don't think the latter can be done.
2.) There are a lot of fish 3 squares away from land. I don't recall seeing this in Vanilla Civ, and they seem mostly pointless, though I guess they could help players with sprawling cities.
3.) I tried giving everybody 4 extra starting resources, but now that I'm far enough in to reveal them, only 2 are there for me. Would you maybe be overwriting them - adding mithril and then replacing it by adding copper in the same tile?

Thanks for this script; I like it a lot.

Sto
Apr 09, 2007, 06:12 AM
1.) I'd like an option to set tribal villages to none.

No problemo , i will add that in the next version .


1.) ... or merging the bonus with barbarian cities

Sorry , i don't understand what you mean . Can you give me an example of what you want ?


2.) There are a lot of fish 3 squares away from land. I don't recall seeing this in Vanilla Civ, and they seem mostly pointless, though I guess they could help players with sprawling cities.


I don't think that comes from the script , i just take in count two squares from the coast for the moment . I will check that , but i don't change this for a moment and never seen that ... probably FFH put the 3 bonus , but that's seems to be a lot with the default implementation of FFH .

3.) I tried giving everybody 4 extra starting resources, but now that I'm far enough in to reveal them, only 2 are there for me. Would you maybe be overwriting them - adding mithril and then replacing it by adding copper in the same tile?

I will give more information with the next version about that . As i change lots of things , i want to finish before giving all details on implementation .

Some details about that :

- There is no replacing of resources when adding a resource near or around starting location ( that's why there is a button to erase all if you want and choose the starting bonus ) .

- if you've choosen default implementation for resources , the script does not extend the placement of resources ( for an example , if a bonus can only be placed on tundra , it will not appear on the other terrains ) . In this case and if you want to extend the placement of resources , choose 5% ( the lowest level of resource percentage ) : you will have a default implementation with no resources added (or just a little), but the script will extend the placement of resources for the resources added near or around the starting location ( the extension of resources check if the improvement for the bonus is doable before putting it on a non standart place ).

- when you add a resource near or around starting location , if one of the player can't have the bonus , none of the players will receive it . ( this is probably what happended )

- the resources are added in the order you have choosen in the menu . It's better to place the resources you prefer before the others .

If you've the logging enabled , can you send me the "PythonDbg.log" file to check if there is a problem ? ( But i've made tons of tests with starting bonus and never got a problem )


Tcho ! :)

Thedrin
Apr 09, 2007, 06:26 AM
Sorry , i don't understand what you mean . Can you give me an example of what you want ?

I could be wrong but I think he means setting it so that capturing a barbarian city provides a tribal hut bonus, e.g. capturing a barbarian city and recieving a technology or a scout.

Sto
Apr 09, 2007, 06:38 AM
I could be wrong but I think he means setting it so that capturing a barbarian city provides a tribal hut bonus, e.g. capturing a barbarian city and recieving a technology or a scout.

Ok , Thanks Thedrin :) . No this is not possible through the map scripts . Even if i add that , this will be lost when you will restart Civ4 ( the only things i can change are some things that are added or modified at the beginning of the game , all that happen during the game can't be save through a map script ). If you want some help to do that , that should not be too hard to do but need some MODDING .

1.) I'd like an option to set tribal villages to none.

About that , and if you can't wait for the next version ( that should take a long time to finish the scripts ) . You can edit the scripts with notepad and copy paste that at the beginning of "def addGoodies():" ( make a search with notepad ):

def addGoodies():
return None


Do not take care of the rest of the code . If you can't achieve it ... tell me and i will post a temporary version with this option , it should not take a lot of time to do that.

Tcho !

Sto
Apr 09, 2007, 09:42 AM
Version 2_994 out . "None" selection for goody huts added and german translation error fixed .

Tcho ! :)

Lark
Apr 09, 2007, 02:09 PM
Thank you very much.

- when you add a resource near or around starting location , if one of the player can't have the bonus , none of the players will receive it . ( this is probably what happended )

I just sent a unit through a foreign capital, and they have the same 2 of 4, so it looks like you're right. Sorry about the false alarm, and thanks for the advice on placement order.


I didn't think I could talk Kael & Co into merging goody huts and barbarian cities, since FfH maps don't start out with barbarian cities, so I was hoping you'd be a softer touch.:)
I don't know anything about Modding, I just assumed there was a way to put in some sort of tile-based conditional event trigger. Oh, well.

Thanks again (and to Thedrin for explaining me).

Sto
Apr 09, 2007, 05:37 PM
I didn't think I could talk Kael & Co into merging goody huts and barbarian cities, since FfH maps don't start out with barbarian cities, so I was hoping you'd be a softer touch.:)
I don't know anything about Modding, I just assumed there was a way to put in some sort of tile-based conditional event trigger. Oh, well.

I will explain you how to do ( i don't make the file for you because you will need to do that everytime you update FFH2 ) :

1 _ edit "CvEventManager.py" located into the folder "<civ4 folder>\Mods\<Fall from Heaven 2 folder>\Assets\python" with notepad , notepad ++ or python . Do not forget to back up the file before (copy it and rename it adding ".old" at the end)

2 _ look for "def onCombatResult(self, argsList):" with the search function

3 _ copy paste the part of code below between the #####:

def onCombatResult(self, argsList):
'Combat Result'
pWinner,pLoser = argsList
playerX = PyPlayer(pWinner.getOwner())
unitX = PyInfo.UnitInfo(pWinner.getUnitType())
playerY = PyPlayer(pLoser.getOwner())
unitY = PyInfo.UnitInfo(pLoser.getUnitType())
pPlayer = gc.getPlayer(pWinner.getOwner())
bUncaptured = True

########## goody received on barbarian city acquired START
if pLoser.getOwner()==gc.getBARBARIAN_PLAYER():
pPlot=pLoser.plot()
if pPlot.getNumUnits()==1 and pPlot.isCity():
handicapXML=gc.getHandicapInfo(pPlayer.getHandicap Type())
numGoodies=handicapXML.getNumGoodies()
for i in range(CyVariableSystem().getValueInt("NUM_DO_GOODY_ATTEMPTS")):
iGoody=handicapXML.getGoodies(CyGame().getSorenRan dNum(numGoodies, "Bob"))
if pPlayer.canReceiveGoody(pPlot,iGoody,pWinner):
pPlayer.receiveGoody(pPlot,iGoody,pWinner)
break
########## goody received on barbarian city acquired END

iDiseased = gc.getInfoTypeForString('PROMOTION_DISEASED')
iFireResistance = gc.getInfoTypeForString('PROMOTION_FIRE_RESISTANCE ')
iImmuneDisease = gc.getInfoTypeForString('PROMOTION_IMMUNE_DISEASE' )



4 _ If you have a game in multiplayer , do not forget to send this file to the other players before playing . ( do not forget to tell them to make a back up of the file )

Do not hesitate to ask me questions if you can't achieve to do this !

Tcho ! :)

Sto
May 09, 2007, 03:40 AM
Version 2_995 . Just a kick fix for FFH2 : now , The trait fallow can't be selectable , can't be removed from the infernal and can't be aleatory chosen .

Tcho !

baro
Jun 10, 2007, 07:34 PM
Hi there, I'm a total n00b when it comes to this map scripting stuff. I have one simple request, the elimination of mountains on my maps. I generally like to play smaller maps and at that scale the idea of a tile-sized impasible mountain just isn't realistic and often creates anoying blocked off areas of the world.

I mainly play on the terra map and am sick of going in via the editor and changing all the mountains to hills every time I play (thus spoiling some of the discovery fun).

Now, imagine I'm a total idiot who has NO idea what he's doing and only has the basic skills of opening up text files and copy and pasting stuff in.

Can someone tell me/show me EXACTLY what to do with the terra file to get rid of mountains? Sorry if this is the wrong place but I was told to ask here!

Thanks!

Sto
Jun 11, 2007, 04:50 AM
Have you tried the Terra map script in this thread ? You can replace mountain with it and choose percentage of hills . Just let the others options to default if you don't want to play with .

TCho !

Ps : in a few days , i will send you the exact part of code to copy paste if you want . But i'm not on my pc right now so i can't test that .

baro
Jun 12, 2007, 11:42 AM
I did a search for "terra" on this thread but I'm not sure which map script you mean.

Yeah, any old terra map script that will work with warlords and total realism that eliminates mountains would be much appreciated.

Heck, if someone could just email me one at jbut@shaw.ca I'd be most happy.

Sto
Jun 12, 2007, 04:47 PM
I did a search for "terra" on this thread but I'm not sure which map script you mean.

Yeah, any old terra map script that will work with warlords and total realism that eliminates mountains would be much appreciated.

Heck, if someone could just email me one at jbut@shaw.ca I'd be most happy.

The map script is in the first post of full of resources where you can download the pack of original map scripts with some additionnal options . Terra is just named Sto_Terra . It's just the same map script as Terra but with lots of new options , included the removing of peak .

The link (http://forums.civfanatics.com/downloads.php?do=file&id=3943) , but read the first post , there is some help and recommandation to use the script .

Tcho !

civilized68
Jun 17, 2007, 05:33 AM
Hi Sto,
is it possible add a feature that would allow you to get bigger sizes than the inbuilt map generator. i want to be able to still generate all the different random world types - terra, continents etc but it would be nice to get larger than the 128x80 which is as large as you can get by choosing "huge". I dont really want to change any of the other settings just want bigger worlds. Can you help.

Sto
Jun 17, 2007, 05:48 AM
Hi Sto,
is it possible add a feature that would allow you to get bigger sizes than the inbuilt map generator. i want to be able to still generate all the different random world types - terra, continents etc but it would be nice to get larger than the 128x80 which is as large as you can get by choosing "huge". I dont really want to change any of the other settings just want bigger worlds. Can you help.
Most of the Sto_scripts already have this feature . The ones that not have this feature can't be simply done as i don't change plot generation (or just a little) , so i can't make big sizes for MultilayeredFractal maps like Terra , but there is some big sizes for Continents .

As i explain in the first post , you just have to select huge to the map size and then choose the size you want to play with the button "Big Sizes" , and you will have a bigger size of map . If you don't want to play with the other settings ,just let them to default .

The 2-3 sizes just bigger than huge get no problem to play . the maintenance cost due to distance and size of the map is very close with the size Huge . But if you play with a bigger size , you will have some problems with city maintenance distance cost and unit support . That will be just a little more difficult to extend your civilization but cause no bug .

Hope i've answered your question .

Tcho !

ERLoft
Jul 04, 2007, 07:46 AM
I'm having issues with being unable to scroll down through all options on many of the versions. They're still there - you can tab to them, but they end up being off the screen. Right now it's affecting terra, custom continents, and more, but not archipeligo. I deleted and reinstalled the map scripts, but with no luck.

Any ideas?

Sto
Jul 04, 2007, 09:21 AM
I'm having issues with being unable to scroll down through all options on many of the versions.
They're still there - you can tab to them, but they end up being off the screen. Right now it's affecting terra, custom
continents, and more, but not archipeligo. I deleted and reinstalled the map scripts, but with no luck.

Any ideas?

I know this bug and can't do anything for it . As said in the first post , the only thing to do is to select "Ring" ( the original one ) and then select the map you want to play . However , when i go the first time in the menu , if a
Sto_script is selected by default , i get all the buttons . And if i want to play another script , i select "Ring" then select the Sto_script i want to play ( it's always working for me ) . If another script is selected by default when i
enter the first time in the menu , when i select a Sto_script , i get all the buttons also .

Do not forget that if you select many times a Sto_script before launching one , you will have a CTD . And if you want to
launch again a Sto_script (because you don't like the generation or anything else) , restart civ4 and do not use
regenerate map into the world builder . Once the map is generated , there is no problem .

If you've not read the first post , please read it because there is lot of details you need to know about the scripts and have fun with them .

If you still can't reach all the buttons , tell me . Civ4 is not made for so many buttons .

Tcho !

ERLoft
Jul 05, 2007, 10:30 AM
Thanks, I missed that part on the first post. Caught the CTD stuff though.

I'll give your suggestions a try!

ERLoft
Jul 05, 2007, 11:11 AM
Ok, so that works for the buttons.

However, I'm having another issue where the added units for each civ aren't being added. Kinda makes for a rough start with barb cities and animals at the get-go, but just a settler and scout...

Any suggestions?

ERLoft
Jul 05, 2007, 11:28 AM
Aha. Found the problem.

When gold is set to random 500-2000 it causes the script to stop. Once I change that setting, all is well again.
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