View Full Version : [MAP] The Classic Americas - Colonization 1


Reveilled
Sep 27, 2008, 07:29 PM
Missing your glory days? Like the Western Hemisphere map, but it's "just not the same"? Annoyed how only Brazil is colonizable because of how remote the high seas are?

Well, friend, I have the cure for all your troubles.

Linked at the bottom is a faithful recreation of the Americas map from the original Colonization.

What's different from the Western Hemisphere map?
The main difference is that in the original game, High Seas spaces on the Atlantic coast were determined by their distance from the coast. This is reproduced, so while in the Western Hemisphere map you have to sail halfway across the map each time you sail to North America, in this map the High seas are never more than a few spaces away if your colonies look onto the Atlantic

Terrain is very different. South America (especially Brazil) has lots of marsh, and there's loads more plains north of Virginia, and terrain north of Upper Canada is almost entirely Tundra. The Rockies and the Andies are now serious barriers, with comparably very few crossings. The thickness of Isthmus prevents you creating the Panama canal hundreds of years early.

Perhaps most importantly, the East coast of the Americas is almost entirely covered in forest, and the Amazon is a proper jungle, not a couple of tiles of jungle snaking their way through the Brazilian interior. There's a lot of woodland on this map.

What's the Same?

As far as I can tell, you still start next to South America. I don't know why, but it seems that no matter what, human players always start in roughly the same spots near the bottom of the map, regardless of whether it's a premade map or a random one. If anyone doesn't experience this, please let us know.

There are no new terrains or resources, so things that were taken out for this game don't return.

What's Different from the actual original map?

Because Savannah, Prairie, Swamp and their respective forests were removed from the game, I've had to merge these into other terrains. Swamp in the old game was just a marshier marsh, so I made that a marsh, while Savannah was the original game's Sugar terrain, so that's marsh now too. That means that Brazil, which was about 50/50 Savannah/Rain Forest is now pretty much entirely Marsh with half of it covered in Jungle. Tropical Forest, which was Savannah's forest, is now Marsh with thick forest, while Marsh's Forest, Wetland, is light forest.

Plains now produce Cotton, so Prairie was merged into that. Prairie's forest didn't produce the huge amount of Lumber that Mixed Forest did, though, so I've made that Light forest.

Prime Timber is gone, so I've used my own judgement on that front, to compensate for other shortages on the map, and some Deer on Prairie Forest has been replaced with Prime Cotton.

Oases are gone, and Bananas have the closest effect, and look a bit like Palm trees too, so that's what's replaced them.

Mountains have been replaced with hills any time a resource or lost city had to be placed on them to make them passable.

Natives are not placed. I'm not sure at this point what would be balanced amounts of braves for them, or even whether it's possible to keep them in fixed places without fixing the positions of the Europeans' starts, or even whether placement is possible at all without a mod.


Anything Else?

I'm not great at supporting things I develop, or keeping tabs on threads, so this map is released entirely into the public domain. There's no need to ask my permission if you want to use this for anything, or modify it. If you can make the map better, I want to play it.

Screenshots?
Soon.


Download:
http://forums.civfanatics.com/downloads.php?do=file&id=10781

Reveilled
Sep 27, 2008, 09:37 PM
Update 1.02
-Fixed the terrain error which was causing silver deposits to have no effect.
-Changed banana tiles to other resources, as bananas do not function except on jungle squares.
-Changed fur on plains forests to corn, for similar reasons to those above.
-Changed some tobacco resources to sugar, as above.
-Added a readme file.

Update 1.01
-Fixed a couple of terrain errors, esp in mountains. Silver tiles are no longer hills when they should be mountains.
-Identified a possible AI issue, that the AI doesn't consider large amounts marsh or forest a viable colony site, and so moves to the extremities of the map for sites.

I'm not sure what could be done about the AI issue without changing the map altogether. I think it leaves forested marsh because it has 0 food production, even though a player can easily clear the forest, build farms, and fish, the AI doesn't consider that acceptable, or something.

However, given how gimped the AI is at the moment anyway, never defending itself, declaring independence when not early, I personally see it as an unfortunate, but currently minor issue. The AI is such a nonentity at the moment that I'm not too concerned about whether it's faffing about in Northern Brazil or Argentina.

Saint Rising
Sep 27, 2008, 09:52 PM
Sweet! I'll download this. =)

DCMage
Sep 28, 2008, 06:40 AM
Havn't tried the map yet, will do it in a sec, I take it this is Just a Map and not a Scenario, you may want to look at this thread (http://forums.civfanatics.com/showthread.php?t=292843) before ya decide to start editing start locations and the like, there seems to be a Bug with the AI and custom Scenarios.

Nice Map!
You could add New recources to the Map for what you need, but then it becomes a Mod and not a Map :)

Reveilled
Sep 28, 2008, 06:49 AM
Havn't tried the map yet, will do it in a sec, I take it this is Just a Map and not a Scenario, you may want to look at this thread (http://forums.civfanatics.com/showthread.php?t=292843) before ya decide to start editing start locations and the like, there seems to be a Bug with the AI and custom Scenarios.

Nice Map!
You could add New recources to the Map for what you need, but then it becomes a Mod and not a Map :)

Yep, it's just a map, although I am starting to plan out a mod in my head that brings back all the old terrains and resources.

archeide
Sep 28, 2008, 07:04 AM
Yep, it's just a map, although I am starting to plan out a mod in my head that brings back all the old terrains and resources.
That would be very great!
I miss the many different terrain types in Col1 : savane, grassland...!

Nice work. Good to see the Col1 Map anyway, because the Col2 has a weak mississipi river and affluents (i always liked to use the many rivers to colonize Louisiana).

DCMage
Sep 28, 2008, 07:07 AM
Yep, it's just a map, although I am starting to plan out a mod in my head that brings back all the old terrains and resources.

That would be awsome, I'm not 100% sure, but, I think you could even take the recources from C4, if you dont want to make them yourself ofc.

Reveilled
Sep 28, 2008, 07:26 AM
That would be awsome, I'm not 100% sure, but, I think you could even take the recources from C4, if you dont want to make them yourself ofc.

I think I can. My thinking was that if I used the Blue Marble terrains as a base (with Coldfever's permission, of course), the default Plains could be prairie and the default grassland, savannah. All I would need is a new terrain for Swamp.

That, and the knowledge of how to actually put them into the game. Hopefully I can work that out.


None of it will be much use though, without a mapscripter, though, unless people just want to play this map forever.

EDIT: Ick. Working out how the terrain files operate might as well be Greek to me. I don't think I can add new terrain without an experienced modder to help me.

Deon
Sep 28, 2008, 09:34 AM
/col2/assets/xml/terrain/CIV4TerrainInfos.xml

There you add new terrains.
Example of the full terrain entry:

<TerrainInfo>
<Type>TERRAIN_GRASS</Type>
<Description>TXT_KEY_TERRAIN_GRASS</Description>
<Civilopedia>TXT_KEY_TERRAIN_GRASS_PEDIA</Civilopedia>
<ArtDefineTag>ART_DEF_TERRAIN_GRASS</ArtDefineTag>
<Yields>
<YieldIntegerPair>
<YieldType>YIELD_FOOD</YieldType>
<iValue>3</iValue>
</YieldIntegerPair>
<YieldIntegerPair>
<YieldType>YIELD_TOBACCO</YieldType>
<iValue>3</iValue>
</YieldIntegerPair>
</Yields>
<RiverYieldIncreases>
<YieldIntegerPair>
<YieldType>YIELD_FOOD</YieldType>
<iValue>1</iValue>
</YieldIntegerPair>
<YieldIntegerPair>
<YieldType>YIELD_TOBACCO</YieldType>
<iValue>1</iValue>
</YieldIntegerPair>
<YieldIntegerPair>
<YieldType>YIELD_ORE</YieldType>
<iValue>1</iValue>
</YieldIntegerPair>
<YieldIntegerPair>
<YieldType>YIELD_SILVER</YieldType>
<iValue>1</iValue>
</YieldIntegerPair>
</RiverYieldIncreases>
<bWater>0</bWater>
<bImpassable>0</bImpassable>
<bFound>1</bFound>
<bFoundCoast>0</bFoundCoast>
<iMovement>1</iMovement>
<iSeeFrom>1</iSeeFrom>
<iSeeThrough>1</iSeeThrough>
<iBuildModifier>0</iBuildModifier>
<iDefense>0</iDefense>
<Button>Art/Interface\Buttons\WorldBuilder\Terrain_Grass.dds</Button>
<FootstepSounds>
<FootstepSound>
<FootstepAudioType>FOOTSTEP_AUDIO_HUMAN</FootstepAudioType>
<FootstepAudioScript>AS3D_UN_FOOT_UNIT</FootstepAudioScript>
</FootstepSound>
<FootstepSound>
<FootstepAudioType>FOOTSTEP_AUDIO_HUMAN_LOW</FootstepAudioType>
<FootstepAudioScript>AS3D_UN_FOOT_UNIT_LOW</FootstepAudioScript>
</FootstepSound>
<FootstepSound>
<FootstepAudioType>FOOTSTEP_AUDIO_HORSE</FootstepAudioType>
<FootstepAudioScript>AS3D_UN_HORSE_RUN</FootstepAudioScript>
</FootstepSound>
<FootstepSound>
<FootstepAudioType>LOOPSTEP_WHEELS</FootstepAudioType>
<FootstepAudioScript>AS3D_UN_CHARIOT_LOOP</FootstepAudioScript>
</FootstepSound>
<FootstepSound>
<FootstepAudioType>ENDSTEP_WHEELS</FootstepAudioType>
<FootstepAudioScript>AS3D_UN_CHARIOT_END</FootstepAudioScript>
</FootstepSound>
<FootstepSound>
<FootstepAudioType>LOOPSTEP_WHEELS_2</FootstepAudioType>
<FootstepAudioScript>AS3D_UN_WAR_CHARIOT_LOOP</FootstepAudioScript>
</FootstepSound>
<FootstepSound>
<FootstepAudioType>ENDSTEP_WHEELS_2</FootstepAudioType>
<FootstepAudioScript>AS3D_UN_WAR_CHARIOT_END</FootstepAudioScript>
</FootstepSound>
<FootstepSound>
<FootstepAudioType>LOOPSTEP_OCEAN1</FootstepAudioType>
<FootstepAudioScript>AS3D_UN_OCEAN_LOOP1</FootstepAudioScript>
</FootstepSound>
<FootstepSound>
<FootstepAudioType>ENDSTEP_OCEAN1</FootstepAudioType>
<FootstepAudioScript>AS3D_UN_OCEAN_END1</FootstepAudioScript>
</FootstepSound>
<FootstepSound>
<FootstepAudioType>LOOPSTEP_OCEAN2</FootstepAudioType>
<FootstepAudioScript>AS3D_UN_OCEAN_LOOP1</FootstepAudioScript>
</FootstepSound>
<FootstepSound>
<FootstepAudioType>ENDSTEP_OCEAN2</FootstepAudioType>
<FootstepAudioScript>AS3D_UN_OCEAN_END2</FootstepAudioScript>
</FootstepSound>
<FootstepSound>
<FootstepAudioType>LOOPSTEP_IRONCLAD</FootstepAudioType>
<FootstepAudioScript>AS3D_UN_IRONCLAD_RUN_LOOP</FootstepAudioScript>
</FootstepSound>
<FootstepSound>
<FootstepAudioType>ENDSTEP_IRONCLAD</FootstepAudioType>
<FootstepAudioScript>AS3D_UN_IRONCLAD_RUN_END</FootstepAudioScript>
</FootstepSound>
<FootstepSound>
<FootstepAudioType>LOOPSTEP_TRANSPORT</FootstepAudioType>
<FootstepAudioScript>AS3D_UN_TRANSPORT_RUN_LOOP</FootstepAudioScript>
</FootstepSound>
<FootstepSound>
<FootstepAudioType>ENDSTEP_TRANSPORT</FootstepAudioType>
<FootstepAudioScript>AS3D_UN_TRANSPORT_RUN_END</FootstepAudioScript>
</FootstepSound>
<FootstepSound>
<FootstepAudioType>LOOPSTEP_ARTILLERY</FootstepAudioType>
<FootstepAudioScript>AS3D_UN_ARTILLERY_RUN_LOOP</FootstepAudioScript>
</FootstepSound>
<FootstepSound>
<FootstepAudioType>ENDSTEP_ARTILLERY</FootstepAudioType>
<FootstepAudioScript>AS3D_UN_ARTILLERY_RUN_END</FootstepAudioScript>
</FootstepSound>
<FootstepSound>
<FootstepAudioType>LOOPSTEP_WHEELS_3</FootstepAudioType>
<FootstepAudioScript>AS3D_UN_TREBUCHET_RUN</FootstepAudioScript>
</FootstepSound>
<FootstepSound>
<FootstepAudioType>ENDSTEP_WHEELS_3</FootstepAudioType>
<FootstepAudioScript>AS3D_UN_TREBUCHET_STOP</FootstepAudioScript>
</FootstepSound>
</FootstepSounds>
<WorldSoundscapeAudioScript>ASSS_GRASSLAND_SELECT_AMB</WorldSoundscapeAudioScript>
<bGraphicalOnly>0</bGraphicalOnly>
</TerrainInfo>

Everything is pretty clear because tags' names are named nicely.

Reveilled
Sep 28, 2008, 09:45 AM
Cool, thanks. What sort of Art assets do I need to make it show it up? Do I need a base texture, transition texture, textures for different elevations, rivers, etc.?

Also, if you could explain what layerorder and the textureblend01-15 fields in CIV4ArtDefines mean, I'd be really grateful.

Deon
Sep 28, 2008, 10:10 AM
ART_DEF_TERRAIN_GRASS points at it.
It's described in the /civcol/assets/xml/art/CIV4ArtDefines_Terrain.xml

<TerrainArtInfo>
<Type>ART_DEF_TERRAIN_GRASS</Type>
<Path>Art/Terrain/Textures/GrassBlend.dds</Path>
<Grid>Art/Terrain/Textures/GrassGrids.dds</Grid>
<Detail>Art/Terrain/Textures/GrassDETAIL.dds</Detail>
<Button>,Art/Interface/Buttons/BaseTerrain_TerrainFeatures_Atlas.dds,3,1</Button>
<LayerOrder>5</LayerOrder>
<TerrainGroup>TERRAIN_GROUP_LAND</TerrainGroup>
<TextureBlend01>8,0</TextureBlend01>
<TextureBlend02>1,0</TextureBlend02>
<TextureBlend04>6,0</TextureBlend04>
<TextureBlend08>5,0</TextureBlend08>
<TextureBlend03>2,0</TextureBlend03>
<TextureBlend06>10,0</TextureBlend06>
<TextureBlend12>12,0</TextureBlend12>
<TextureBlend09>9,0</TextureBlend09>
<TextureBlend07>3,0</TextureBlend07>
<TextureBlend14>14,0</TextureBlend14>
<TextureBlend13>11,0</TextureBlend13>
<TextureBlend11>4,0</TextureBlend11>
<TextureBlend10>7,0</TextureBlend10>
<TextureBlend05>13,0</TextureBlend05>
<TextureBlend15>15,0 16,0 18,0 19,0 20,0 21,0 22,0 23,0 24,0 25,0 26,0 27,0 28,0 29,0 30,0 31,0 32,0</TextureBlend15>
</TerrainArtInfo>


Texture blend parameters seem to be the same, you can use existing ones.

Textures are, as defined there, in /civcol/assets/art/terrain/textures/ in dds format (you need some kind of plugin/utility to view it; I use WTV {windows texture viewer} to view it in explorer and Nvidia DDS plugins for photoshop to modify it).
There're 3 textures but you'll need to modify just one.
Let's look into it:
GrassDETAIL.dds - all *DETAIL.dds are clean purple alpha clear textures.
GrassBLEND.dds - actual grass land texture
GrassGRID.dds - the same as above but with grid.

It's quite simple to edit in the Photoshop.

Reveilled
Sep 28, 2008, 10:12 AM
Awesome, thanks for your help. :)

I think I've learned enough to have a go at doing what I want to do now. Thanks. :D

Beginner
Sep 28, 2008, 10:24 AM
Love this map, thank you for making it ;)

bakersville123
Sep 28, 2008, 11:33 AM
Um...Where do I extract this map and how do I load it in-game...Sorry, a lame question I know...

Deon
Sep 28, 2008, 11:37 AM
\Sid Meier's Civilization IV Colonization\PublicMaps\

Run it as a scenario.

bakersville123
Sep 28, 2008, 11:40 AM
\Sid Meier's Civilization IV Colonization\PublicMaps\

Run it as a scenario.


Thank you...that did the trick.

Good map.

Reveilled
Sep 28, 2008, 12:17 PM
:D

http://img262.imageshack.us/img262/9867/originsaq9.jpg

I've got the new terrains up and working now, and I'm messing about with yields and such. I'll probably make a new thread when I'm ready to release it.

DCMage
Sep 28, 2008, 12:20 PM
May I ask what Recources you have in mind to add? There are a lot of Natural Recources missing, Gold, Gems, Wood for example.

Terrain looks real nice. Cant wait :)

Reveilled
Sep 28, 2008, 12:26 PM
May I ask what Recources you have in mind to add? There are a lot of Natural Recources missing, Gold, Gems, Wood for example.

Terrain looks real nice. Cant wait :)

Only the missing ones from the old game, specifically the Oasis and Prime Timber. Since I can't mod graphically worth a damn, I'll probably take the Banana tree and make that timber.

I might also see about using the Gems graphic to add in Minerals, but that would just be a higher yield version of Iron, so that might be a waste.

DCMage
Sep 28, 2008, 12:45 PM
Ask around, theres a few mods with Timber as a recource (FFH or Warhammer are one), saves ya doign the hard work :)

Deon
Sep 28, 2008, 02:29 PM
Mediterranean mod has timber also.

[edit]

doh:
Lumber, timber: http://forums.civfanatics.com/downloads.php?do=file&id=6205
Amber, potato(!), rubber, timber:http://forums.civfanatics.com/downloads.php?do=file&id=10461

Potato originates from america, right?
Also rubber is appropriate, amber is not necesarry but would be nice.

DCMage
Sep 28, 2008, 02:45 PM
Hehe saves you asking around :)

Reveilled
Sep 28, 2008, 03:02 PM
Mediterranean mod has timber also.

[edit]

doh:
Lumber, timber: http://forums.civfanatics.com/downloads.php?do=file&id=6205
Amber, potato(!), rubber, timber:http://forums.civfanatics.com/downloads.php?do=file&id=10461

Potato originates from america, right?
Also rubber is appropriate, amber is not necesarry but would be nice.

You've been a big help, Deon, and it's much appreciated. This morning I had given up on the idea I could do this, and thanks to you, tonight I'm playtesting a beta version.

archeide
Sep 28, 2008, 03:17 PM
I ve just seen the screenshot and i can only say Wow!!!
The old Col1 map with all the different terrains type is simply excellent.
Hopefully we have excellent modders here :goodjob:

Dale
Sep 28, 2008, 03:47 PM
Would you like to know how to spawn random goods and ruins on the map? Or will you place them so they're always in the same location every time you play?

Reveilled
Sep 28, 2008, 03:52 PM
Would you like to know how to spawn random goods and ruins on the map? Or will you place them so they're always in the same location every time you play?

If you could tell me, that would be great, though I might not be able to implement it right away.

Dale
Sep 28, 2008, 04:31 PM
Add the following code to onGameStart(..) within CvEventManager.py in /Assets/Python/


def onGameStart(self, argsList):
# Place random stuff on map START
if (gc.getGame().getGameTurnYear() == gc.getDefineINT("START_YEAR")):
CyMapGenerator().eraseBonuses()
CyMapGenerator().eraseGoodies()
CyMapGenerator().addBonuses()
CyMapGenerator().addGoodies()
# Place random stuff on map END


That will ensure random placement of ruins and bonuses every game. :)

Reveilled
Sep 28, 2008, 04:59 PM
Thanks Dale, that looks surprisingly painless.

By the by, are you any closer to tracking down the unrandomised start bug I heard you were looking for?

Deon
Sep 28, 2008, 05:44 PM
I'm constantly checking Dale's mod and patch to see if it's tracked :).

Damn, it makes me want to mod the Civ again. But if I start, my university studying would be ruined again...

Dale
Sep 28, 2008, 05:59 PM
Keep an eye out here: http://apolyton.net/forums/showthread.php?s=&threadid=180830

Deon
Sep 28, 2008, 06:07 PM
Have you just edited it? I'm pretty sure I've got 1.01 yesterday :).
Do you include these changes and positive effects on REF for giving gold to a king in your mod?

Dale
Sep 28, 2008, 10:16 PM
1.02 fixes a crash and a bug in random start locs. :)

In that thread is a list of fixes in the patch. ;)

Rasmus40
Sep 29, 2008, 12:45 PM
Hi Reveilled,

This is a great map. It feels much more genuine than the ones included.:goodjob:

It seems however that a lot of ressources are placed in terrain where they give no benefit. There are bananas in forrest (should be jungle) and so on. I assume you already know this, but I was wondering whether you plan on changing it, so your map will become even better?

Reveilled
Sep 29, 2008, 02:50 PM
Hi Reveilled,

This is a great map. It feels much more genuine than the ones included.:goodjob:

It seems however that a lot of ressources are placed in terrain where they give no benefit. There are bananas in forrest (should be jungle) and so on. I assume you already know this, but I was wondering whether you plan on changing it, so your map will become even better?

The problem, I think, stems from the fact that each of the resources has a defined terrain it can occur on, and apparently will only function on that terrain. What I am probably going to do is update the map to remove those resources, so that people who don't want to have to deal with mod files can play it, and edit the files to enable those resources in the mod I will be releasing, just as soon as I'm satisfied there's no glaring bugs.

Rasmus40
Sep 29, 2008, 05:13 PM
The problem, I think, stems from the fact that each of the resources has a defined terrain it can occur on, and apparently will only function on that terrain.

Yes, it's very strange to see silver worthless in most peaks yet giving it's intended bonus when it's in an artic peak.

I'm no expert in American climate, but I'm pretty sure the Incas didn't live in an artic climate and they weren't exactly running out of silver. I thought it was strange why the makers of this game have made Peru without any silver mines, but then I found out that silver would only work in tundra or snow.:crazyeye:

Oh well, at least it's moddable, so thanks again for making a mod for the rest of us.

RichardLion
Sep 30, 2008, 06:33 AM
Mediterranean mod has timber also.

[edit]

doh:
Lumber, timber: http://forums.civfanatics.com/downloads.php?do=file&id=6205
Amber, potato(!), rubber, timber:http://forums.civfanatics.com/downloads.php?do=file&id=10461

Potato originates from america, right?
Also rubber is appropriate, amber is not necesarry but would be nice.


if i recall history class potatos came from the middle east first but not 100 percent sure

Rasmus40
Sep 30, 2008, 07:55 AM
if i recall history class potatos came from the middle east first but not 100 percent sure

No they came from America.

Reveilled
Sep 30, 2008, 02:11 PM
Okay, I've done a bit of playtesting, but I'm experiencing a problem in fixing the bug of Silver not working on mountains. I can't see any way to enable a resource to be placed on peaks, only on terrains, features, and hills. Does bHills work for peaks, or should I add something like bPeaks to the file, or is it not possible without something more complicated?

EDIT: Looks like mountains are just another kind of hill, so bHills applies to them both equally. That's good, I can work with that.

Modfather
Sep 30, 2008, 03:08 PM
Okay, I've done a bit of playtesting, but I'm experiencing a problem in fixing the bug of Silver not working on mountains. I can't see any way to enable a resource to be placed on peaks, only on terrains, features, and hills. Does bHills work for peaks, or should I add something like bPeaks to the file, or is it not possible without something more complicated?

EDIT: Looks like mountains are just another kind of hill, so bHills applies to them both equally. That's good, I can work with that.


I could be wrong but in the XML file (terrain folder) for bonus infos I think you would have to add the peak terrain under the section for silver for it to show there. Peak is listed as a terrain in the terrain info file.

Modfather
Sep 30, 2008, 03:10 PM
Yes, it's very strange to see silver worthless in most peaks yet giving it's intended bonus when it's in an artic peak.

I'm no expert in American climate, but I'm pretty sure the Incas didn't live in an artic climate and they weren't exactly running out of silver. I thought it was strange why the makers of this game have made Peru without any silver mines, but then I found out that silver would only work in tundra or snow.:crazyeye:

Oh well, at least it's moddable, so thanks again for making a mod for the rest of us.

Same story with furs only showing up in tundra, I believe at this time period very little of the fur gathering was taking place in the frozen wastes.

Reveilled
Sep 30, 2008, 03:24 PM
I could be wrong but in the XML file (terrain folder) for bonus infos I think you would have to add the peak terrain under the section for silver for it to show there. Peak is listed as a terrain in the terrain info file.

The Peak_terrain ends with "<bGraphicalOnly>1</bGraphicalOnly>" and has no yield infos, so it's not actually a real terrain, it's really just a section that defines the movement noises and things like that.

The BonusInfos say Silver should only be found in tundra and ice on hills, and sure enough you get the bonus to silver production on Mountains which are on top of ice or tundra. Since there's no ice on the Classic Americas map, the simple solution is to place Ice over all the Mountains and further restrict silver to icy hills.

Reveilled
Sep 30, 2008, 08:08 PM
Update 1.02
The basic map has been updated with resource fixes. All the resources should work now, at the expense of the diversity that was present before but not working.

I'm also just one problem (http://forums.civfanatics.com/showthread.php?t=293463) away from finishing the mod.

City Builder
Oct 02, 2008, 12:12 AM
When I try to run this scenario, it causes windows vista to pop up a window telling me that colonization has stopped responding, no matter how long I might wait, it just sits at the popup window asking me to close the program or report it.

comtedemeighan
Oct 02, 2008, 04:02 AM
Thanks for making this map :D

Reveilled
Oct 02, 2008, 08:03 AM
When I try to run this scenario, it causes windows vista to pop up a window telling me that colonization has stopped responding, no matter how long I might wait, it just sits at the popup window asking me to close the program or report it.

Thanks for the bug report. I'm not at my home PC right now, but I'll see if I can identify what's wrong when I get home.

Rasmus40
Oct 02, 2008, 08:19 AM
Thank you very much for the update.

There is (at least) one unfortunate side effect of removing the beaver bonus. None of the villages give you expert trappers anymore, and since you can't get them from Europe, the whole fur industry gets a bit handicapped.

Otherwise things look great so far.:)

EDIT: I found a village that makes expert trappers. That village doesn't have any bonus ressources and it's of course in arctic terrain. It seems natives, that have a bonus ressource inside their range, will educate experts based on that ressource. If there are several different ressources it picks one of them.

Reveilled
Oct 02, 2008, 06:12 PM
Thank you very much for the update.

There is (at least) one unfortunate side effect of removing the beaver bonus. None of the villages give you expert trappers anymore, and since you can't get them from Europe, the whole fur industry gets a bit handicapped.

Otherwise things look great so far.:)

EDIT: I found a village that makes expert trappers. That village doesn't have any bonus ressources and it's of course in arctic terrain. It seems natives, that have a bonus ressource inside their range, will educate experts based on that ressource. If there are several different ressources it picks one of them.

I'm glad you found one. I might do a second version of the map at the weekend which is a bit less faithful with the resources, or randomises them to alleviate that issue somewhat.

When I try to run this scenario, it causes windows vista to pop up a window telling me that colonization has stopped responding, no matter how long I might wait, it just sits at the popup window asking me to close the program or report it.

I can't find what's causing this, sorry. :(

Are any other vista users experiencing this problem? Any other users, on any OS? I might be able to track it down if I get a few more reports.

Rasmus40
Oct 03, 2008, 02:21 AM
I might do a second version of the map at the weekend which is a bit less faithful with the resources, or randomises them to alleviate that issue somewhat.


I think randomising ressources might be best, as it would give a better distribution, and it would add to replayability as well. Currently you only have to play the map a few times to know where to find all you want.

GEOKOS
Oct 03, 2008, 12:33 PM
hi !!!
i need help !!!
all mods crash !!!
i don't know why !!

Dale
Oct 05, 2008, 09:53 PM
Reveilled:

I have good news! The next version of the Snoopy/Dale patch (v1.05) will have the AI fix for scenarios in it. :D

No more is the problem of the AI sailing round and round in user-made custom scenarios. :)

Öjevind Lång
Oct 12, 2008, 10:38 AM
I've played your mod with rgeat enjoyment, but for some reason, Dale and Snoopy's patch doesn't seem to work with it. I can turn Indian converts into msisioanires amnd train them in Indian villages. I could have sworn I extracted it to your mod the way one should, but I am really bad at that kind of thing. Would you midn walking me troguh it?

comtedemeighan
Apr 08, 2009, 02:22 AM
Is it possible to make it so you start in a random location instead of the same spot every time?