View Full Version : map script request!


GarretSidzaka
Apr 18, 2006, 09:44 AM
Hello, Map Scripter Gods!

I am asking anyone if it is possible to make a map script to go with my Second Revolution mod and allow a player to start from the beginning (4000bc) on a randomly generated map that would loosely resemble N. America (kinda like the Terra map scrip does it, except just one continent)

So what say you?

GarretSidzaka
Apr 19, 2006, 10:52 AM
:bump::bump::bump:

surt
Apr 19, 2006, 12:30 PM
The map script doesn't control when your mod starts, that's in the Civ4GameSpeedInfo.xml.

I'd venture a guess that it would not be terribly difficult to modify terra to remove all the other parts of the world, and scale up the north america portion. (A fair amount of work though ...)

GarretSidzaka
Apr 20, 2006, 12:16 PM
do you know how to do such a thing?
btw: have you played my mod either?

surt
Apr 21, 2006, 10:08 AM
Not a lot of time for civiv playing recently.
terra.py is not terribly long ... I would be tempted to just try removing all of the eastern continents as a first step. The harder part would be adjusting the numbers to get the western continents to grow into the whole map rather than just the western half.

surt
Apr 21, 2006, 10:47 AM
Maybe you can tweak the numbers more to your liking, but here's a rough new world only script.
Hmm .. it is not letting me attach for some reason. Here's a link:

http://ptth.net/civiv/NewWorld.zip

GarretSidzaka
Apr 21, 2006, 02:54 PM
is there a way to make it only allow up to 6 civs and only choose usa, mexico, cuba, ect...?

GarretSidzaka
Apr 21, 2006, 02:56 PM
oh yeah, thank you thank you thank you

i dont know python :(

thank you thank you

surt
Apr 21, 2006, 07:31 PM
You can edit the number of players per size in Civ4WorldInfo.xml. (I don't know how to put a max# for a mod, but that will at least set the default to whatever you want).

To restrict the list of civs, I think you just remove the civs you don't want from Civ4CivilizationInfos.xml

GarretSidzaka
Apr 21, 2006, 07:49 PM
lookin in to it now. will the script support the custom flag decals without making them look blue covered or otherwise screwy (i havent checked yet)

GarretSidzaka
Apr 21, 2006, 08:00 PM
here is what i mean: some of the flags just dont show up, others are tinged with color, while canada and zapatisa flags were normal. i think it has to do with the <whiteflag=1> thing in the WB saves.

here is screeny:

surt
Apr 22, 2006, 10:36 AM
That's either a problem with the flags themselves, or maybe just a bug in civiv. That'd be a good question for someone who has successfully made a new custom civ probably (I haven't done that ... I really only know the map scripting stuff well).

GarretSidzaka
Apr 22, 2006, 01:46 PM
can you add a whiteflags command to the map script?

surt
Apr 22, 2006, 01:56 PM
not to the best of my knowledge. It's possible you could write python to do it, but such an action is not typically within the responsibility of the map script. That's up to the save/load code I believe.

GarretSidzaka
Apr 22, 2006, 06:11 PM
could that be added to the mod as a mod comp? should i make a request thread perhaps or leave this one to rest
edit: oh dont forget to add the script to weekly downloads, it is a cool script (best on low sealevel)

surt
Apr 23, 2006, 11:01 AM
you might want to put up another request on the white flags issue, see if someone else has run into it and knows how to solve it.

GarretSidzaka
Apr 23, 2006, 01:06 PM
cool, then we can both find out =b