Arian
Aug 02, 2008, 12:39 PM
Slider! The only modder crazy enough to do something like that is Sto.
So I guess it isn't possible?
So I guess it isn't possible?
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View Full Version : [Map Script] PerfectWorld.py Arian Aug 02, 2008, 12:39 PM Slider! The only modder crazy enough to do something like that is Sto. So I guess it isn't possible? Woody1 Aug 02, 2008, 06:53 PM I think it must be possible. But I think cephalo has decided that it's a slippery slope to start putting option buttons in his map script. He's got way too many options to put them all in the dialogue screen, so what ones should he put in? I think he's decided it's all-or-nothing. Sure, I'd like to see option boxes for some of the more important settings, like land percentage, and maybe some climate settings. Low/medium/high sea level would be enough. But since I'd still play with the other options within the script file, it's really not that big a deal. Redking Aug 03, 2008, 07:28 AM In case it was missed: Is there a way to move the position of the equator (i.e., to place the equator near the bottom of the map) ? Thanks. Woody1 Aug 03, 2008, 08:13 AM ??? That kind of goes against the definition of an "equator". cephalo Aug 03, 2008, 10:23 AM In case it was missed: Is there a way to move the position of the equator (i.e., to place the equator near the bottom of the map) ? Thanks. In theory this can be changed, but to be honest I haven't tested it. Look for this code in the generateTerrainTypes function: tm.GenerateTempMap(80,-80) rm.GenerateRainMap(80,-80) Those hard coded numbers are the top and bottom latitudes. If you change them, you should get what you want, or it will just crash. :crazyeye: All I know is that at one time I wanted to be able to change that. :) Redking Aug 03, 2008, 08:29 PM Look for this code in the generateTerrainTypes function: tm.GenerateTempMap(80,-80) rm.GenerateRainMap(80,-80) Those hard coded numbers are the top and bottom latitudes. Thanks, that helps. So, if I wanted the map to go just below the equator (and not below the "Antarctic Circle"), I might change it to: tm.GenerateTempMap(80,-10) rm.GenerateRainMap(80,-10) I'll try it. ??? That kind of goes against the definition of an "equator". If I drew you a map of Europe and Northern Africa (down to the Congo basin), wouldn't the equator be at the bottom of the map? Redking Aug 07, 2008, 02:41 PM Thanks, that helps. .... I might change it to: tm.GenerateTempMap(80,-10) rm.GenerateRainMap(80,-10) Tried that, and it didn't hang, but I got a map with grassland on ALL flat tiles. I.e., no trees, tundra, plains, or desert. Any further idea? cephalo Aug 07, 2008, 02:59 PM Tried that, and it didn't hang, but I got a map with grassland on ALL flat tiles. I.e., no trees, tundra, plains, or desert. Any further idea? Ah, that sounds like a map crash. In your Civilization.ini file, turn the 'HidePythonExceptions' to 0. This will pop up with the exact reason for the crash. Also, keep in mind that once in a blue moon PW does crash normally, so try it several times. Redking Aug 07, 2008, 04:05 PM Ah, that sounds like a map crash. In your Civilization.ini file, turn the 'HidePythonExceptions' to 0. This will pop up with the exact reason for the crash. Also, keep in mind that once in a blue moon PW does crash normally, so try it several times. It, uh, seemed to have many complaints. on lines 4080, 2545, 2704 TerrainMap has no attribute 'cm' on lines 4074, 2106, 2293, 3507, 2483 'int' object is not callable on line 4039 TerrainMap has no attribute 'terrainMap' on lines 3639, 3516 list index out of range on lines 39022, 2031 RainfallMap instance has no attribute 'rainMap' on lines 3801, 1502 unsupported operand type (s) for +: 'NoneType' and 'int' Are all these resulting from that pair of changes, or are some of these typical of the script's healthy operation? cephalo Aug 07, 2008, 04:26 PM It, uh, seemed to have many complaints. on lines 4080, 2545, 2704 TerrainMap has no attribute 'cm' on lines 4074, 2106, 2293, 3507, 2483 'int' object is not callable on line 4039 TerrainMap has no attribute 'terrainMap' on lines 3639, 3516 list index out of range on lines 39022, 2031 RainfallMap instance has no attribute 'rainMap' on lines 3801, 1502 unsupported operand type (s) for +: 'NoneType' and 'int' Are all these resulting from that pair of changes, or are some of these typical of the script's healthy operation? Lol, no that's a disaster. What's the first thing that happened? In the ini file you might turn on logging as well to see the PythonErr.log file to remember what happened first. I'm thinking that I abandoned that functionality a long time ago, but I'm still not sure... cephalo Aug 07, 2008, 05:45 PM After I got home from work I tried it out, and the problem is that for some dumb reason the range has to include all of the wind direction zones. I can't explain it, it was a long time ago when I was young and foolish. :lol: Anyway, the only way I ended up testing it, was to decide the question of where the top and bottom of the map should land in the arctic or antarctic circle. Sorry! I am working on a new map script that will be much more soundly put together, incorporate lessons learned and will ultimately replace PerfectWorld. Redking Aug 07, 2008, 08:59 PM I am working on a new map script that will be much more soundly put together, incorporate lessons learned and will ultimately replace PerfectWorld. Okay - thanks for pursuing it with me. If you don't mind, can this serve as my request/suggestion that your next script allow definition of latitude, and also that it have a way to turn off cylindrical wrap-around? Thanks much. It's still a great script! cephalo Aug 07, 2008, 10:12 PM Okay - thanks for pursuing it with me. If you don't mind, can this serve as my request/suggestion that your next script allow definition of latitude, and also that it have a way to turn off cylindrical wrap-around? Thanks much. It's still a great script! Yes, so far it handles arbitrary wrapping and I will definately allow any combination of latitudes. You might consider following that bug, it might just be a couple of simple oversights on my part. If you can program it might still be possible. GoNzOTW Aug 12, 2008, 07:53 PM You know, I've been trying to figure out why I've done terribly on just about every game I've played since I started using this map script. I finally figured it out. 90% of the time at the start I'm in the middle of a massive desert or completely surrounded by jungle. Back to Tectonics I think. cephalo Aug 13, 2008, 08:27 AM You know, I've been trying to figure out why I've done terribly on just about every game I've played since I started using this map script. I finally figured it out. 90% of the time at the start I'm in the middle of a massive desert or completely surrounded by jungle. Back to Tectonics I think. Sorry if you think PW is a bit harsh, it definately slows the game down somewhat on the default settings since that's what I prefer. If you want to lighten it up some, you can adjust many things with the tuning variables near the beginning of the script. To address your complaints specifically find these variables: self.DesertPercent = 0.06 - set this value lower for less desert. self.JungleTemp = .6 - set this value higher for less jungle Also, there's nothing wrong with Tectonics. :) Before I made my own maps I couldn't stand to use anything else. Arian Aug 13, 2008, 09:06 AM Slider?? :rolleyes: cephalo Aug 13, 2008, 09:41 AM Slider?? :rolleyes: No slider for you! :ar15: Arian Aug 13, 2008, 09:57 AM No slider for you! :ar15: :sad: + :sad: (= 13 char) cephalo Aug 13, 2008, 10:12 AM :sad: + :sad: (= 13 char) actually, it might be possible, but since I have no idea how it would be done at this time, I'm sure it would be alot of work, and I'm juggliing a couple of other projects right now. Arian Aug 13, 2008, 10:16 AM actually, it might be possible, but since I have no idea how it would be done at this time, I'm sure it would be alot of work, and I'm juggliing a couple of other projects right now. I wish I could help you but I'm a Python-noob! modifieda4 Aug 13, 2008, 08:05 PM i want to express my happiness over finding this map script. it freakin' rocks! thank you Cephalo!:goodjob: Elenhil Oct 10, 2008, 10:27 PM Is there a way of tweaking this script to produce "fatter" or more "solid" continents with less (or shorter and fatter) "tentacles" (I mean various fjords, gulfs, bays and thin peninsulas that make shorelines really crazy)? modifieda4 Oct 11, 2008, 08:38 AM Is there a way of tweaking this script to produce "fatter" or more "solid" continents with less (or shorter and fatter) "tentacles" (I mean various fjords, gulfs, bays and thin peninsulas that make shorelines really crazy)? other map scripts have features for "natural coastlines" etc. mayve some searching will tell you the mechanism for those choices and you can alter the map script code manually yourself. jake264 Oct 11, 2008, 09:37 AM I am having a bizarre problem. I am not sure if it is related to this map or not, but I don't recall having this problem using the standard maps, and this is the only map I play on now. Leaders are popping up randomly long after the game has started ,and long after I have explored the whole world and not discovered them. These new leaders automatically take over some cities from pre-existing leaders without battle, and without cultural takeover or anything else, just PING, new leader now owns some cities previously held by a leader who started the game. These new leaders even take over their special units that were in the old cities (Brennus had redcoats for example). Last game I set up for 7 civilizations and ended up with 11! I have done a couple of reinstalls now and am still getting the same issue. Any help is appreciated. Marshall Thomas Oct 11, 2008, 09:41 AM What are the main differences between the "Perfect World" map script and the "New World" map script? Elenhil Oct 11, 2008, 09:55 AM other map scripts have features for "natural coastlines" etc. mayve some searching will tell you the mechanism for those choices and you can alter the map script code manually yourself. My Python abilities are close to nonexistent. I hoped the authors or some of the more experienced modders/users could point me out a portion of the code which controls landmass "fatness" and coastline deterioration. cephalo Oct 11, 2008, 03:42 PM My Python abilities are close to nonexistent. I hoped the authors or some of the more experienced modders/users could point me out a portion of the code which controls landmass "fatness" and coastline deterioration. Actually, the way this map works makes it very difficult to control the landmass shapes. You can get some results by changing the size of the maps, but even that is kindof difficult on this map. I may change this someday if I have time. cephalo Oct 11, 2008, 03:43 PM I am having a bizarre problem. I am not sure if it is related to this map or not, but I don't recall having this problem using the standard maps, and this is the only map I play on now. Leaders are popping up randomly long after the game has started ,and long after I have explored the whole world and not discovered them. These new leaders automatically take over some cities from pre-existing leaders without battle, and without cultural takeover or anything else, just PING, new leader now owns some cities previously held by a leader who started the game. These new leaders even take over their special units that were in the old cities (Brennus had redcoats for example). Last game I set up for 7 civilizations and ended up with 11! I have done a couple of reinstalls now and am still getting the same issue. Any help is appreciated. Sounds like the AI's are creating vassals. You should get that in any BtS game. cephalo Oct 11, 2008, 03:51 PM What are the main differences between the "Perfect World" map script and the "New World" map script? I think the New World maps use the old style world gen techniques from the stock maps, while SS is using my 'new world finding' code to determine what continents will be new or old. So the difference is everything else but that. See the first post on this thread. rezaf Oct 14, 2008, 12:33 PM Is there (any chance of) a version of this mapScript fully compatible with FFH, with it's unique improvements and the new Marsh terrain type? I tried a few games and really like the maps this script creates, and I have spotted some of the improvements as well, but obviously the requirements of where those should be placed are not in PW, neither is the Marsh terrain type... Thanks _____ rezaf Jean Elcard Oct 14, 2008, 12:47 PM Is there (any chance of) a version of this mapScript fully compatible with FFH, with it's unique improvements and the new Marsh terrain type? I tried a few games and really like the maps this script creates, and I have spotted some of the improvements as well, but obviously the requirements of where those should be placed are not in PW, neither is the Marsh terrain type... Thanks _____ rezaf You might want to try the FlavourMod for FfH from my signature. Beside other things it puts FfH's unique improvements at appropriate places and adds marsh terrain. This works for any map script you want. cephalo Oct 14, 2008, 03:51 PM You might want to try the FlavourMod for FfH from my signature. Beside other things it puts FfH's unique improvements at appropriate places and adds marsh terrain. This works for any map script you want. This sounds like a good solution for now. I may create a version of FairWeather for Ffh in the future, but I'm busy with some other things for a while. Chuggi Oct 20, 2008, 01:38 AM Hey, this looks really awesome. :) I was just wondering how long it should take to load the map, and is it compatible with most mods? cephalo Oct 20, 2008, 08:23 AM Hey, this looks really awesome. :) I was just wondering how long it should take to load the map, and is it compatible with most mods? It takes a loooooong time. :) Slowest map script ever made. It is compatible with any mod that uses standard terrains and features. For example, it used to work well with FfH, but now that FfH has marsh terrain, PW will still work but it won't place marsh. Chuggi Oct 20, 2008, 09:26 AM It takes a loooooong time. :) Slowest map script ever made. It is compatible with any mod that uses standard terrains and features. For example, it used to work well with FfH, but now that FfH has marsh terrain, PW will still work but it won't place marsh. I tried it out on a large world map size and I thought it must have crashed :lol: then I tried it out on a dual size and it loaded quick enough. It looks quite good, I noticed that snow covered trees only generate on tundra tiles now, is that right? So if I understand you correctly it won't work with any mod that adds new features, like forests? :( cephalo Oct 20, 2008, 10:18 AM I tried it out on a large world map size and I thought it must have crashed :lol: then I tried it out on a dual size and it loaded quick enough. It looks quite good, I noticed that snow covered trees only generate on tundra tiles now, is that right? So if I understand you correctly it won't work with any mod that adds new features, like forests? :( Well, here is the issue. In this map script, terrains and features are usually placed according to the amount of rainfall and the temperature in the plot. Since there is no guidance in this regard from the XML in TerrainInfos or FeatureInfos, as an example I have to just 'know' that jungle occurs in a hot, wet area, and that 'desert' occurs in a warm, dry area. So that stuff is basically hard coded in the map. Also, some features have special rules like oasis and floodplains. However, if you know what climate a new feature or terrain needs, it's not that hard to edit the script to include. So if you want to add a new forest type like 'bamboo forest' or something thats between jungle and forest in it's climate needs, it would not be too hard to make a special version of PW to handle it. I can probably help in that regard also if you have a specific mod in mind. Chuggi Oct 20, 2008, 10:29 AM Thanks, well the mod I'm working on adds a variety of features like grass, rocks, flowers etc. that do absolutely nothing other than make the terrain look nicer ;) ... Anyway, at the moment I have them set up similar to forests - the tropical plants and flowers will spawn near the equator, and dry grasses and rocks will generate near the tundra. There's going to be a lot of new features though (it's not quite ready) and it could be a lot of work to code in python. cephalo Oct 20, 2008, 10:43 AM Thanks, well the mod I'm working on adds a variety of features like grass, rocks, flowers etc. that do absolutely nothing other than make the terrain look nicer ;) ... Anyway, at the moment I have them set up similar to forests - the tropical plants and flowers will spawn near the equator, and dry grasses and rocks will generate near the tundra. There's going to be a lot of new features though (it's not quite ready) and it could be a lot of work to code in python. Sounds like a very interesting project for a map scripter. When you have it to the point where you can build a map, send me a PM. My new map script for Colonization (see sig) is a much improved (under the hood) version of this one, and is also much faster. I could base something off of that. On these maps that I do, 'near the equator' or 'near the poles' are only very indirectly involved in governing things, since altitude and warming from the ocean can affect the resulting temperatures. Chuggi Oct 20, 2008, 12:18 PM Will do. ;) I have a few ideas for this project, and you might be able to make the placement for the features more accurate. For example, I was going to have coral just in the tropical coastal waters - but with your mapscript it might be possible to have coral in ocean tiles near coastal waters as well. If I tried setting coral to generate in ocean tiles at the moment then I would probably get a few out in the middle of the ocean, which wouldn't really make sense. :lol: I'll let you know what features I have completed, and what I have planned in the meantime: Grass - Generates on empty grass tiles, and has different graphics for the grass found near the poles (has a small amount of snow on the texture). Flowers - Generates on empty grass tiles, and has different graphics for artic, temperate and tropical zones. Plants - Generates on empty grass tiles, and grassy hills, it's just a small tree and bush which sits on the corner of the tile - this has different graphics for each zone. Reeds - Generates on grass tiles, near rivers. Weeds - Generates on empty plains tiles, it's mostly grass with a few thistles. Different graphics for plains near the poles. Plateau - Rare, generates on desert tiles. Cactus - desert tiles.Rocks, for all terrains. Coral, for warmer, shallower waters. Wildlife. Landmarks, should be very rare. I have it coded so that bonuses can generate on top of the features, so as not to effect their placement. However, there was one issue that someone brought up in the thread - forests and jungles wouldn't be able to spread to tiles that already had a feature in them. I haven't found a solution for this yet. :( It's not game breaking, but still rather annoying. Anyway, it would be great if you could find the time to make your script support the extra features. I can envision Perfect World covered with plants and wildlife already. :D cephalo Oct 20, 2008, 01:37 PM Will do. ;) I have a few ideas for this project, and you might be able to make the placement for the features more accurate. For example, I was going to have coral just in the tropical coastal waters - but with your mapscript it might be possible to have coral in ocean tiles near coastal waters as well. If I tried setting coral to generate in ocean tiles at the moment then I would probably get a few out in the middle of the ocean, which wouldn't really make sense. :lol: I'll let you know what features I have completed, and what I have planned in the meantime: Grass - Generates on empty grass tiles, and has different graphics for the grass found near the poles (has a small amount of snow on the texture). Flowers - Generates on empty grass tiles, and has different graphics for artic, temperate and tropical zones. Plants - Generates on empty grass tiles, and grassy hills, it's just a small tree and bush which sits on the corner of the tile - this has different graphics for each zone. Reeds - Generates on grass tiles, near rivers. Weeds - Generates on empty plains tiles, it's mostly grass with a few thistles. Different graphics for plains near the poles. Plateau - Rare, generates on desert tiles. Cactus - desert tiles.Rocks, for all terrains. Coral, for warmer, shallower waters. Wildlife. Landmarks, should be very rare. I have it coded so that bonuses can generate on top of the features, so as not to effect their placement. However, there was one issue that someone brought up in the thread - forests and jungles wouldn't be able to spread to tiles that already had a feature in them. I haven't found a solution for this yet. :( It's not game breaking, but still rather annoying. Anyway, it would be great if you could find the time to make your script support the extra features. I can envision Perfect World covered with plants and wildlife already. :D Improvements are another thing you can use to stack on terrain tiles. FfH uses lots of them for monster lairs etc. So if you want to combine two features, you can have one of them be an improvement instead. Although, it would be destroyed if someone built another improvement on top of it. Chuggi Oct 20, 2008, 02:44 PM Improvements are another thing you can use to stack on terrain tiles. FfH uses lots of them for monster lairs etc. So if you want to combine two features, you can have one of them be an improvement instead. Although, it would be destroyed if someone built another improvement on top of it. I didn't know that they could be generated at the start, may have to look into it some more. I've set most improvements except roads to destroy the features anyway, because there were some bad clipping issues with some of them. The Capo Oct 20, 2008, 08:58 PM I just downloaded the latest version of this (I think), and I was wondering how to put it into a mod that I am working on. What exactly do I do with the py file? Wait, I think I just figured this out, I just make a publicmaps folder in my mod's folder right? And then put this in there? Mknn Oct 20, 2008, 11:24 PM I just got the following on a large map with 13 civs, start anywhere and allow pangeas: File "PerfectWorld", line 4047 in AddBonuses File "PerfectWorld", line 2091 in AddBonuses File "PerfectWorld", line 2166 in AddBonusType ValueError: bad index shuffling plot list randIndex=2864 listLength=2864, mapSize = 10240 I closed out, re-rolled the start, and got a map with no errors, so just FYI ... modifieda4 Oct 21, 2008, 06:38 AM I just downloaded the latest version of this (I think), and I was wondering how to put it into a mod that I am working on. What exactly do I do with the py file? Wait, I think I just figured this out, I just make a publicmaps folder in my mod's folder right? And then put this in there? find the other map scripts for the unmodded game and duplicate that directory structure in your mod directory. then put the script in there. for an example see my Expanded Plus Mod download in my sig, I included the perfect world map script with it. cephalo Oct 21, 2008, 08:20 AM I just got the following on a large map with 13 civs, start anywhere and allow pangeas: File "PerfectWorld", line 4047 in AddBonuses File "PerfectWorld", line 2091 in AddBonuses File "PerfectWorld", line 2166 in AddBonusType ValueError: bad index shuffling plot list randIndex=2864 listLength=2864, mapSize = 10240 I closed out, re-rolled the start, and got a map with no errors, so just FYI ... That is a long standing, very occasional bug that I absolutely cannot figure out. It is impossible for that to happen, yet it happens. Sometimes the length of a list is not updated fast enough I guess... but I really just don't know. the randIndex is the same as the length as you can see, which is of course a bad index. The Capo Oct 21, 2008, 12:55 PM find the other map scripts for the unmodded game and duplicate that directory structure in your mod directory. then put the script in there. for an example see my Expanded Plus Mod download in my sig, I included the perfect world map script with it. Hmm, yeah that's what I did with my mod but a strange thing happens. I put the NewWorld.py and Perfect_World.py into my PublicMaps folder within my mod, and I actually tested both scripts out. Now when you start the game the loading bar sticks on "initializing" for quite a long time, but it went through for both scripts. Now here's the strange part. THE NEXT TIME I try and load up the game right after the opening video shows it says it can't locate the file NewWorld.py/Perfect_World.py. Why does this happen? Do I have to have them present in the regular PublicMaps folder as well as my PublicMaps folder? And if that is the case why does Thomas' War work without having them in both folders? Anyone know why this is happening? cephalo Oct 21, 2008, 02:09 PM Hmm, yeah that's what I did with my mod but a strange thing happens. I put the NewWorld.py and Perfect_World.py into my PublicMaps folder within my mod, and I actually tested both scripts out. Now when you start the game the loading bar sticks on "initializing" for quite a long time, but it went through for both scripts. Now here's the strange part. THE NEXT TIME I try and load up the game right after the opening video shows it says it can't locate the file NewWorld.py/Perfect_World.py. Why does this happen? Do I have to have them present in the regular PublicMaps folder as well as my PublicMaps folder? And if that is the case why does Thomas' War work without having them in both folders? Anyone know why this is happening? Ya, I'm familiar with this issue. The game writes your last map used in your ini file. However, the normal game does not look in all the mod folders for maps, only the main PublicMaps folder. So if you use a mod with it's own map, then start up the normal game, it can't find the map it saved in the ini file. What you can do is just ignore the error messages, run a different map and the problem goes away. The Capo Oct 21, 2008, 04:05 PM Yeah but it just locks up between opening screens (the opening video, and all that other crap), so how can I solve this issue? cephalo Oct 21, 2008, 09:09 PM Yeah but it just locks up between opening screens (the opening video, and all that other crap), so how can I solve this issue? I usually get error messages that I can just click through. It's really locking up? In that case, you can edit the ini file and remove the part regarding what map script is chosen. As for inclusion in a mod, you might create a PrivateMaps directory like Final Frontier does, instead of a PublicMaps directory. That may actually prevent this problem. I'm not sure about that since I just thought of it one second ago, but it's worth a try. manaia Nov 01, 2008, 02:20 AM thanks mate :) Elenhil Nov 03, 2008, 04:11 AM BTW, I've found this map to occasinally produce civ starting spots that are too close to each other. Like two coastal capitals on the sides of a narrow channel or small gulf. cephalo Nov 03, 2008, 08:25 AM BTW, I've found this map to occasinally produce civ starting spots that are too close to each other. Like two coastal capitals on the sides of a narrow channel or small gulf. The starting positions were the very most difficult part of making this map. The reason you see that kind of behavior is that everything is done by continent. The starting placer knows how many people should be on a continent, and tries to make those starts as fair as it can. Starts on different continents are not examined at all. This map is so variable in terms of land quality that creating fair starts is very difficult. Pariah Nov 20, 2008, 05:32 AM I've been using your map script on BTS for about 3 months now, and I have to say: EXCELLENT JOB SIR! It's by far my favourite type of world. I especially love the abundance of grassland/hills/forests and rivers, and the long mountain ranges which act as natural lines of defence. Just one gripe: the human player too often seems to start on a separate island or small continent, and may even remain isolated until the discovery of Optics - with an obvious heavy disadvantage in the tech race. And there are sometimes sizeable landmasses with no luxury resources of any kind. Is this intentional? The Capo Nov 20, 2008, 01:05 PM Hmm, that's odd, in my games with this map there is usually one huge continent that has the majority of civs, and then maybe two or three much smaller continents (almost really just large islands) that have one AI civ on them. I always wind up on the largest continent. Also one game I played as Japan I was on this huge continent, and there was a mountain range separating me from the rest of it, but I had really great land, and a good deal of it. So it was a little easy. Is there anything that can be done about this phenomenon (one time the Chinese started on an island that only had two tiles)? Woody1 Nov 20, 2008, 04:55 PM I always generate several times, checking the overall look of the map with worldbuilder, before starting the game. I love this map script, but most of the maps it generates I don't like. (One large snakey continent, and some smaller islands.) But I love the ones I do like! (The ones that give at least two good-sized continents.) I've tweaked the settings to give more land, and less desert and ice. Pariah Nov 21, 2008, 02:21 AM I always generate several times, checking the overall look of the map with worldbuilder, before starting the game.. Me too - except I don't usually look in WorldBuilder, just keep regenerating until I get a prime starting location. Woody1 Nov 21, 2008, 06:58 AM I find one of the problem with most map scripts, is that sometimes you get a mountain on a single tile that separates two big landmasses. That messes up the AI, because it doesn't know how to settle "around the mountain". It probably doesn't know how to attack around it, either. The AI doesn't seem to understand it needs to use ships to go around the mountain, even if it's on the same continent. So, I always convert those mountains into hills before starting the game. |
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