Hemiptera
Sep 26, 2008, 08:10 PM
I converted the Archipelago map from civ 4 for a little variation. I haven't had much time to play test it, so a little bit of feed back would be nice.
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View Full Version : [MAPSCRIPT] Conversion of Archipelago Map Script Hemiptera Sep 26, 2008, 08:10 PM I converted the Archipelago map from civ 4 for a little variation. I haven't had much time to play test it, so a little bit of feed back would be nice. Jeckel Sep 27, 2008, 01:28 PM Nice, Map Scripts are so needed. I just dled this and will let you know what I find. :goodjob: Thorn Sep 27, 2008, 03:34 PM :goodjob: Nice script! It's just what I was looking for. I like that it's a lot of smaller landmasses vs the one or two big ones. Jeckel Sep 27, 2008, 04:10 PM Gave it a try and it is pretty good. Everything seems to end up looking like Snaky Islands though. Probly the fault of all the maps being so small. All in all good job, other then an official patch, Map Scripts are what this game needs. :goodjob: Beginner Sep 29, 2008, 08:01 AM While playing on a large map with high sealevel and many small islands, none of the other AI players ever settled anywhere. There were numerous excellent, resource-rich islands, yet after 150 turns(normal speed), they still had not settled. Also, only half of the native civilizations I had specifically activated appeared on the map. I was playing as Portugal with the Age of Discovery 2 mod, do you think that could be the problem? Hemiptera Sep 29, 2008, 08:28 AM While playing on a large map with high sealevel and many small islands, none of the other AI players ever settled anywhere. There were numerous excellent, resource-rich islands, yet after 150 turns(normal speed), they still had not settled. Also, only half of the native civilizations I had specifically activated appeared on the map. I was playing as Portugal with the Age of Discovery 2 mod, do you think that could be the problem? I only play the vanilla version of Col, and I haven't seen that. But there does seem to be an AI bug for some custom maps. Maybe the mapscript generated a map that the AI can't handle, or you could be right and it's the AOD2 Mod. I'll have to look into it. Beginner Sep 29, 2008, 09:28 AM I only play the vanilla version of Col, and I haven't seen that. But there does seem to be an AI bug for some custom maps. Maybe the mapscript generated a map that the AI can't handle, or you could be right and it's the AOD2 Mod. I'll have to look into it. It's a shame that a similar mapscript isn't included in the game itself, this game should have more than 2 lousy map scripts. Hemiptera Sep 29, 2008, 10:31 AM It's a shame that a similar mapscript isn't included in the game itself, this game should have more than 2 lousy map scripts. I don't know why either, that conversion took me maybe 4 hours and most of that was learning python. So I doubt it was the effort required. That's why I brought up the AI bug. Beginner Sep 30, 2008, 09:42 AM Tried out the mapscript without any mods activated, the AI still won't settle anywhere. :S |
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