View Full Version : FinalFrontier Flat
deanej May 03, 2008, 08:22 PM This is the Final Frontier map script, but flat so there is no horizontal or vertical wrapping.
Download here. (http://forums.civfanatics.com/downloads.php?do=file&id=9344)
deanej Jun 20, 2008, 12:12 PM I've updated the map script to include a change introduced in 3.17.
cephalo Jun 20, 2008, 04:40 PM I've updated the map script to include a change introduced in 3.17.
What was the change?
deanej Jun 20, 2008, 04:48 PM In def addFeatures for the high density solar system setting it's -10 instead of 10.
PsiCorps Jun 24, 2008, 05:34 AM Why am i getting the "TEXT_ blah blah" entries for star system, feature and hostile terrains when setting up custom games using the standard FF maps? I can't find where the XML files are that might govern this, please help!
deanej Jun 24, 2008, 09:11 AM Is this for the Babylon 5 mod? A bunch of text tags used with the map script options were moved into FinalFrontietTextInfosObjects.xml. Moving them in on the mod should solve the problem.
PsiCorps Jun 24, 2008, 10:29 AM Is this for the Babylon 5 mod?
Yes it is DeaneJ. Many thanks for that i have fixed it now.
JEELEN Jun 25, 2008, 01:21 AM A bunch of text tags used with the map script options were moved into FinalFrontietTextInfosObjects.xml. Moving them in on the mod should solve the problem.
OK, how do I do that? (FF Flat map now seems not to load with MOO2Civ either.) Are the text tags inside the .py file?
PsiCorps Jun 25, 2008, 03:21 AM @jeelen
The text tags that are now located in FinalFrontierTextInfosObjects.xml (at the bottom of the XML file) need to be copied into your mod file so BtS/Mods/MOO2/Assets/XML/Text/TextInfosObjects. It took me about 15 minutes to make sure i had all the text tags i needed.
@deaneJ
If i wanted to make a bigger map, besides changing the Python bits on the map, where else would i need to change information?
JEELEN Jun 25, 2008, 04:06 AM Thank you, PsiCorps!;)
PsiCorps Jun 25, 2008, 05:12 AM Anything to help a fellow Civ'er
deanej Jun 25, 2008, 09:45 AM If i wanted to make a bigger map, besides changing the Python bits on the map, where else would i need to change information?
I think just the python bits on the map is sufficient.
PsiCorps Jun 30, 2008, 03:51 AM Is it possible to reduce the number of Black holes and Supernovas on map generation rather than using the world builder to remove them? Time after time i find i have a wall of them to go around to get to a decent system. Supernovas are a one off event and once a sun has gone nova (at least in my understanding) there tends not to be much in the way of planets left. Would be more fun to have a settled system have a random event that started a build up to a supernova. The affected Civ would have between 3 and 12 months/turns to find a new home before the sun explodes, supernova makes system uninhabitable for 3 to 6 months/turns after that any planets not destroyed could have small colonies set up on them and destroyed planets become asteroids, there might also be some new areas of space/cosmic radiation. I know this idea would probably be impossible to implement but you don't know until you ask.
deanej Jun 30, 2008, 10:09 AM Supernovas/Black holes can probably be reduced by lowering the hostile feature density (will reduce space radiation as well). Unfortunately, solar systems are stored in the python and I don't know how to remove them at a point in the game, making it essentially impossible to do a random event like that unless the storage problem is fixed (this also makes it impossible to reload the python assets without reloading the mod).
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