View Full Version : [MAPSCRIPT] FaireWeather.py for Colonization
cephalo Sep 30, 2008, 09:34 PM This is a large map script for Colonization that simulates earth like plate tectonics and weather patterns caused by geostrophic and monsoon winds. It is similar to my PerfectWorld mapscript for Civ IV, but with a new climate engine that is both better and faster. The climate model uses four seasons of rainfall. During the northern summer, continental heating creates a northern low pressure zone that draws moisure into the continent from the ocean. In winter, or the southern summer, the same thing happens in the south. During spring and fall, the wind brings moisture from the ocean according to the prevailing, or geostrophic wind. The climate on a plot is determined by how much total rainfall it gets throughout the year. The cooler high altitude plots tend to cause more moisture in the air to fall as rain and depleting the moisture potential, creating rain shadows on the leeward side of a mountain range in a natural way.
There is an option to adjust the distance to Europe along the coast. The default is 4 tiles, with options for 3,6 and 8. There is also an option to change the land forms to choose large continents or smaller islands.
To use this file, download it here (http://forums.civfanatics.com/downloads.php?do=file&id=10812) from the downloads database and put it in your Colonization\PublicMaps folder. Also, this map is somewhat slower than the stock mapscripts and Col will become unresponsive during generation. Just give it a couple of minutes.
Here are some screenshots of some 'huge' maps (50x100)
http://forums.civfanatics.com/attachment.php?attachmentid=193206&stc=1&d=1225646193 http://forums.civfanatics.com/attachment.php?attachmentid=193207&stc=1&d=1225646193
Here are some of huge maps with the 'More Islands' option
http://forums.civfanatics.com/attachment.php?attachmentid=193208&stc=1&d=1225646193http://forums.civfanatics.com/attachment.php?attachmentid=193210&stc=1&d=1225646193
Here are some standard size maps (30x60)
http://forums.civfanatics.com/attachment.php?attachmentid=193211&d=1225646357 http://forums.civfanatics.com/attachment.php?attachmentid=193212&stc=1&d=1225646193
Here are some standard Island maps
http://forums.civfanatics.com/attachment.php?attachmentid=193213&stc=1&d=1225646193http://forums.civfanatics.com/attachment.php?attachmentid=193214&stc=1&d=1225646193
Here are some close ups, notice the rain shadow in the second picture.
http://forums.civfanatics.com/attachment.php?attachmentid=190126&stc=1&d=1222827134 http://forums.civfanatics.com/attachment.php?attachmentid=193215&stc=1&d=1225646193
Version history:
1.04 - Fixed a copy and paste bug that overwrote changes the land percent. Also, made separate filters for temperature and altitude filters. This allows some better definition to the mountain ranges.
1.03 - Fixed a problem with mountain ranges forming between the map content edge and the water band added to ensure distance to Europe. Fixed a problem where light forest was placed on a lake.
1.02 - Maps really were too large so I shrank them and made them taller than they are wide. Added an option for distance to Europe. Added a land forms option for more or less islands.
1.01 - Fix for multiplayer
cephalo Sep 30, 2008, 09:41 PM reserved for future
shibdib Sep 30, 2008, 10:07 PM sounds interesting, gonna give it a try
Quueg Oct 01, 2008, 12:42 AM Very nice! I played 100 or so turns with it this evening, and I really like the map. I'm not smart enough to put my finger on the differences, but somehow the map just "feels" more realistic. Good work!
Madeira Oct 01, 2008, 07:49 AM Looks good, im going to try it
woodelf Oct 01, 2008, 07:59 AM Thanks cephalo!
niidel Oct 01, 2008, 08:32 AM Veeery nice.
In fact, one of the worst things in Civ4Col are the appalling map scripts, which generate TOO random maps. This is exactly the thing it needs :)
Many thanks!
bbob Oct 01, 2008, 09:03 AM looks like loc1 maps :D
great work
danomite Oct 01, 2008, 08:29 PM doesn't work for multiplayer, gets OOS error every time. And yes both players have the file.
TechnoMule Oct 01, 2008, 09:07 PM Wow, MUCH better.
It seems like there's a whole lot of food (fish/crab/corn) tiles though.
cephalo Oct 01, 2008, 10:00 PM doesn't work for multiplayer, gets OOS error every time. And yes both players have the file.
Awe I forgot to add something, I'll try to fix that tonight.
cephalo Oct 01, 2008, 10:17 PM Ok, I posted a new version that should work with multiplayer, let me know if you have any trouble.
rsmithuf Oct 01, 2008, 11:12 PM Ok, these maps are great! When they say "large" it is absolutely huge.
I'm having a problem though during the WoI. The first wave of attacks come, and I kill them off, but after about 30 turns, still no second wave. This has never happened in the vanilla maps. I'm also running Dale's patch, so that might be the reason too.
I'm wondering if the maps are soooo big that the REF can't find its way back ?
I've attached the save for you to check.
cephalo Oct 01, 2008, 11:40 PM Ok, these maps are great! When they say "large" it is absolutely huge.
I'm having a problem though during the WoI. The first wave of attacks come, and I kill them off, but after about 30 turns, still no second wave. This has never happened in the vanilla maps. I'm also running Dale's patch, so that might be the reason too.
I'm wondering if the maps are soooo big that the REF can't find its way back ?
I've attached the save for you to check.
I had a look at this, and I don't know what to say. Those two MoW's are just changing places. I'm not sure what relevant changes are in the patch mod, so I can't say if it's a pathfinding problem related to the map. I'm in the middle of a WoI myself using the normal game, and they are still going strong.
Modfather Oct 02, 2008, 02:35 AM Those look very nice ceph, definite improvement off the stock generator
The Fool King Oct 02, 2008, 06:47 AM This script certainly puts Firaxis' original to shame.
darkerbeats Oct 02, 2008, 02:04 PM Do you have anything like this for civ 4?
:)
cephalo Oct 02, 2008, 02:26 PM Do you have anything like this for civ 4?
:)
Check out the link in my sig for PerfectWorld. It's based on a similar although less refined climate system. That was my first map. I may replace that in the future with something based on this climate engine which is more versatile.
darkerbeats Oct 02, 2008, 07:05 PM Thanks, it's great
:)
Refar Oct 03, 2008, 06:19 AM I like the overall appearance of the maps.
But how can i remove/undo the increase in size of the maps ?
I removed the getGridSize method, as i would do with Civ4, but it stopped working at all... (Generating all grassland map.)
Edit.: For now hardcoded different numbers in the getGridSize method, and it works, but i would really prefer the script using the values as defined in the XML.
cephalo Oct 03, 2008, 08:52 AM I like the overall appearance of the maps.
But how can i remove/undo the increase in size of the maps ?
I removed the getGridSize method, as i would do with Civ4, but it stopped working at all... (Generating all grassland map.)
Edit.: For now hardcoded different numbers in the getGridSize method, and it works, but i would really prefer the script using the values as defined in the XML.
Set the getGridSize function back like it was, and change the size in the function. In this map, the resulting map size is a combination of the mc.distanceToEurope variable(which overrides the default distance to Europe) and the size portion that may have land on it. This was an easy way prevent the possibility of tiny maps having no Europe, since six tiles is alot of space to ask for on such a small map. So try to incorporate the formula with your map size.
Another thing you'll want to consider is that in this map, no matter what the end size is, the map first generates a large, fixed size height map and climate map, and then shrinks them down to the proper size. This prevents the problem that PerfectWorld had generating tiny maps directly with the same methods as with large maps. In PerfectWorld large maps looked very natural, while tiny and duel maps sometimes looked very blocky and not at all random. The issue that you might run into when changing size is that if you do not use the same aspect ratio as the large map, the result may appear stretched. If you want to change the aspect of the map, change the mc.hmHeight and mc.hmWidth variables to the same or similar ratio slightly larger than your largest size map.
The reason I like the map sizes in the map is because one of my main complaints about the default map is that is very un-epic. Instead I used the 100 height that we find in the huge Americas map, and then stretched it east/west a little so that not counting the bands of water to ensure a continuous Europe, it's basically a square aspect.
My hope is that it will inspire some modder to put something out there so that we can have an exploration game again! Bring back Fountain of Youth and maybe One of the Seven cities of gold!
Commander Bello Oct 03, 2008, 10:43 AM Looks quite good so far :goodjob:
I have taken the liberty to direct the German forum (http://www.civforum.de/forumdisplay.php?f=273) to your thread and d/l section.
cephalo Oct 03, 2008, 10:48 AM Looks quite good so far :goodjob:
I have taken the liberty to direct the German forum (http://www.civforum.de/forumdisplay.php?f=273) to your thread and d/l section.
Thanks for doing that. We monolinguistic Americans are always in need of some help in that regard. :lol:
N35t0r Oct 04, 2008, 06:54 PM Shouldn't the maps be more than twice as tall as they are wide? After all, excluding Alaska, the continent is about 1 and a half times taller than it is wide, more if you tilt it to avoid all the empty northwest atlantic and southeast pacific...
cephalo Oct 04, 2008, 07:26 PM Shouldn't the maps be more than twice as tall as they are wide? After all, excluding Alaska, the continent is about 1 and a half times taller than it is wide, more if you tilt it to avoid all the empty northwest atlantic and southeast pacific...
They can be. My reasoning for making them wide was to provide plenty exploration room without making it so tall that the four powers never meet each other. If alot of people prefer tall maps that aren't as wide I can change that. I can also make them smaller in general if it is needed.
I played on a huge map last time, and I was really raking in the treasure. Maybe it's a bit too much. :lol:
SoupLLJK Oct 05, 2008, 12:22 AM PerfectWorld was my favorite script for Civ4 - look forward to giving this a try.
Falc Oct 06, 2008, 10:25 AM Well, on my first try I got this rather odd map (see attached screenshot).
The 'Europe' zone wrapped around the north-east corner and extended along the north pole past the island there, and then back down to where I started (the selected tile). I don't really think that's supposed to happen...
cephalo Oct 06, 2008, 10:33 AM Well, on my first try I got this rather odd map (see attached screenshot).
The 'Europe' zone wrapped around the north-east corner and extended along the north pole past the island there, and then back down to where I started (the selected tile). I don't really think that's supposed to happen...
That's fine. The idea was to make the whole coast 6 tiles away from Europe. The rule is that the Europe area is continuously connected to the map edge. If part of the Europe area gets 'pinched off' then it is removed.
cephalo Oct 06, 2008, 10:44 AM I would like to hear more opinions on the map. I have a couple of concerns that I'm not sure about.
Do you think that the maps are too big?
Would you prefer a thinner map rather than a squarish one?
I intended to make privateers more dangerous with the 6 tiles from Europe distance, but I'm getting my butt kicked by privateers now. :lol: I'm finding that I really need a frigate with my first 5000 gold. Is that a good thing?
What do you guys think?
Refar Oct 06, 2008, 11:43 AM I reduced the distance from Europe back to 4.
3 :move: units will need 2 Turns most of the time (Tho in theory they could make it in just one, if the harbour is in a good spot), wile 4 :move: units will nearly allways make it in 1 Turn. This way 4 :move: units (Merchantman and FF enhanced Caravell/Galleon) do have a clear advantage, but are still vulnerable wit good timing.
-----
Privateeers are still kicking butt, even with 4 distance.
My First pruchase was a Galleon, to start shipping out treasure ASAP.
Then a few Privateers. The AI never recovered from this...
-----
Another thing about Europe - there are different types of "Europe" waters (East/West mmost notable). Does the Script place these properly ? Because i had some oddness with ships embarking on the west coast but - sometimes - popping back at the east coast...
Can not be sure if it is connected to the scripts, or just some random :crazyeye:.
The size is very taste-dependant. I reduced the size (to about 75% of what you had) and still felt the map was a bit too big (Standard).
Had obscene amounts of treasure too - bought me 2 Galleons to ship it all out - but this is rather nice of course ;)
Squar-ish vs. Thin is a matter of taste too.
There is however something i dislike about the shape (It is still a lot better than the default script, still...): It tends to generate 2 Semicontinents - usually connected by a landbridge.
Most of the time in the East-West direction.
If somehow possible to turn it 90 degrees, it would be closer to the "Americas" feel. Would also facilitate thin-ish maps better.
cephalo Oct 06, 2008, 12:24 PM I place 'east europe' and 'west europe'. The 2 turn journey on the east side of the map and the 4 turn journey on the west side. I don't use north/south europe.
Also, it is actually possible for 'east' Europe to wrap around an island to appear on both sides of it. Europe will penetrate as far as 1/3 the way into the map width.
With a distance of 4 to Europe, I felt I was able to evade privateers most of the time. I eventually felt the need for one frigate when I had the extra cash and the privateers became more numerous. Maybe that's how it should be.
Refar Oct 06, 2008, 01:42 PM While you felt it was too easy to evade AI privateers @4 distance, 3 (eventually 6 but 3 in the beginning) Privateers were enought to completely cripple all 3 AIs at the same 4 Distance...
Apparently this is one of these issues the AI is just bad at...
The Europe issue was definitely not "a peace of europe wrapped around a island" (:lol:), but since you placed both East/West on the map i think something not related to the script caused it.
cephalo Oct 06, 2008, 02:06 PM I haven't actually gone on the offensive with privateers. I got burned a few times losing to caravels, or being pounced on and sunk by a fleet of enemy privateers just by showing up, and I was thinking this is sooo not worth it. I don't wanna cripple myself just to cripple the AI.
At 6 distance, the little buggers actually wait for you near the Europe squares. Sometimes one frigate isn't enough to prevent losses. Still not sure if I like that or not.
macondo Oct 06, 2008, 02:20 PM first of all... thanks for your fantastic work, i really enjoy your perfectworld script and this one... :)
finally a huge map is a really huge map when using your script. i really love the size. but i noticed the nearly infinite amount of indian villages, perhaps it makes sense when there are less villages on the same map.
i get so many treasures, cant buy enough galleons to bring them to europe and later it takes 50+ turns to get them to the next city. in my last game i got an early scout and not many turns later i had 20 treasures in my cities and many more moving across the map, additional to the gold that was directly transferred to my bank account... ;)
when i have this on my mind and seeing the stupid ai not getting many treasures this is very unbalanced. i find it logical when the cities are not placed in every region of this map in the same amount... there are always better regions for a village/city where more cities and villages are founded than in other regions. is it possible to create bigger regions with only a small amount of cities, like deserts?
btw. the indians really like to attack without reasons except their superiority when having 10+ villages... that makes it really hard. using this map script with dales/snoopys patchmod with a more intelligent and aggressive ai could be an overkill. ;)
cephalo Oct 06, 2008, 03:14 PM Yeah, it's kinda funny to have treasures still rolling in from accross the map when you are almost done with WoI.
I haven't messed with the placement of villages at all.
I think I'll have a drop down option for some finer ajustments in the size. Like a huge, huge map or a smaller huge map with just as many players but not so much room. It's not so easy to change the size of this map so maybe some dropdowns are needed.
macondo Oct 06, 2008, 05:58 PM how does the city placement work in map generation? is there are defined distance between cities... perhaps this distance can be increased and so there are less cities on a map. that would be great if that could be an option for a dropdown. i really would like to play a huge and well balanced map... :)
avain Oct 07, 2008, 04:25 AM Hi cephalo!
Excellent map script, a clear upgrade from the originals.
But:
- the maps are too big for their respective sizes
- there are too few islands for my taste -> can this be changed/improved somehow? I'm not talking about archipelago maps, just a tad bit more smaller islands
anyways, thanks for the great script!
Refar Oct 07, 2008, 05:16 AM When you are adding more options :mischief:
A "No Ice Caps" variant would be cool.
cephalo Oct 07, 2008, 08:33 AM Hi cephalo!
Excellent map script, a clear upgrade from the originals.
But:
- the maps are too big for their respective sizes
- there are too few islands for my taste -> can this be changed/improved somehow? I'm not talking about archipelago maps, just a tad bit more smaller islands
anyways, thanks for the great script!
While I've been playing, I find that the thing I hate most is when I accidently make landfall on a smallish island without realizing that it's an island. You can't waste too much time exploring before putting down a city after all. Defending an island against the King is waaay harder, and it's also harder to distribute the colonists that may grow there. I can make the map generation bumpier for more islands as an option, but are you sure you want that? I don't like having too many options, only ones that are necessary.
Refar Oct 07, 2008, 08:37 AM I like to make the Landfall on a front island while forming the main colony on the continent.
Makes WoI a lot easier, since the REF or at least big parts of it will often be marooned on that same island... (It's a cheesy exploit of course, and hopefully going to be fixed...)
cephalo Oct 07, 2008, 08:45 AM When you are adding more options :mischief:
A "No Ice Caps" variant would be cool.
What do you have against ice caps? You know, I worked hard to prevent the ice caps from being overwritten by Europe. :crazyeye:
Refar Oct 07, 2008, 09:22 AM Nothing in general.
But for some settings - assuming you want to play in warmer parts of the world - Ice caps are just wrong.
Overall the Script is quite nice and flexible (using the parameter defines) - but many palyers will not want to mess around with the file/constants, so ingame handles for some interesting options would be useful.
Also ingame handles (at least back in Civ4 scripts) have the inbuilt possibility of randomization.
So by adding a few - i was thinking Climate / Sea Level / Grain (Big Chunks vs. Small Islands) you would cover the most gamers needs and add the option of randomization.
cephalo Oct 07, 2008, 09:55 AM Nothing in general.
But for some settings - assuming you want to play in warmer parts of the world - Ice caps are just wrong.
Overall the Script is quite nice and flexible (using the parameter defines) - but many palyers will not want to mess around with the file/constants, so ingame handles for some interesting options would be useful.
Also ingame handles (at least back in Civ4 scripts) have the inbuilt possibility of randomization.
So by adding a few - i was thinking Climate / Sea Level / Grain (Big Chunks vs. Small Islands) you would cover the most gamers needs and add the option of randomization.
Oh ok, I see now. When I made the climate engine versatile, I was thinking along the lines of mods that might have a different setting altogether than Colonization. For example, I was thinking about making a new BtS map to replace PerfectWorld. The ice caps are just tacked on in the feature generation which is very mod specific in my maps. In my maps, I tend to throw the XML for terrains and features out the window, requiring a different script for different mods usually. It's not actually part of the core system. If you wanted to make a warm weather map for a certain scenario, you would be writing a new feature generation routine anyway. I view that as more of a thing for modders and coders rather than a game option.
Blackmantle Oct 07, 2008, 01:22 PM :goodjob: again cephalo. Another excellent mapscript of yours.
Finally enough land for a marathon-speed game. :)
More size options might really be neat. For on shorter gamespeeds (which the game sadly seems designed for since its more multiplayer-friendly... which leads to some shortcommings) it whould really be a bit big.
On high-seas (connection to europe):
I whould actually advise you to (if possible) do that in a dropdown (3, 4 , 6 and 8 whould sound like good options) because
a) its very dependent on gamespeed how that plays out.
b) it has a big impact on how the game plays out.
In Quick speed it is actually allready a big drawback to have even more than 3 spaces from high seas (a turn lost there is a huge loss) whereas in marathon 8 or even more sounds just fine. And level more room for Naval gameplay (+ enhance faster ships alot naturally.).
Or tie it directly to speed if that is possible / wanted. 6 tiles sounds fine for epic.
I agree that naval combat should have its role (and could be big fun) but in quickspeed (which i whould rather not touch myself) the hit is just to big.
Also pirate-mods and the likes are likely more fun / useful in slower gamespeeds anyways so nothing to worry about there...
cephalo Oct 07, 2008, 11:03 PM Ok, I have a new version up. I cut the widths in half, and I'd say the maps are still very large, but not uselessly large. If theres ever a mod that has a good exploration game, the size might need to be larger, but for Col, I'd say these are large enough.
I also changed the distance to Europe to default to 4 tiles, but there are drop down options for 3,6 and 8.
There is also an option for more scattered landforms that are more likely to have islands.
avain Oct 09, 2008, 01:58 AM Ok, I have a new version up. I cut the widths in half, and I'd say the maps are still very large, but not uselessly large. If theres ever a mod that has a good exploration game, the size might need to be larger, but for Col, I'd say these are large enough.
I also changed the distance to Europe to default to 4 tiles, but there are drop down options for 3,6 and 8.
There is also an option for more scattered landforms that are more likely to have islands.
Thank you, ceph'!!!! :goodjob:
vidcapper Oct 09, 2008, 02:08 AM finally a huge map is a really huge map when using your script. i really love the size. but i noticed the nearly infinite amount of indian villages, perhaps it makes sense when there are less villages on the same map.
i get so many treasures, cant buy enough galleons to bring them to europe and later it takes 50+ turns to get them to the next city. in my last game i got an early scout and not many turns later i had 20 treasures in my cities and many more moving across the map, additional to the gold that was directly transferred to my bank account... ;)
I accidentally discovered that you can load more than one treasure train onto a single galleon, so that helps significantly... :)
Thorbal Oct 09, 2008, 02:24 AM Downright excellent :) ! Thanks a lot for that :thumbsup:.
vidcapper Oct 11, 2008, 06:06 AM Ok, I have a new version up. I cut the widths in half, and I'd say the maps are still very large, but not uselessly large.
I don't suppose there's a way of retaining the features from the new mapscript, but increasing the sizes back to what they were in the original Faireweather?
Also, please could you tell me which XML file controls the distance from the right that the land can start?
Refar Oct 11, 2008, 12:02 PM Sa far as i know the Script ignores all the XML control and has a set of own tweaking variables.
If you open the Fairewather.PY in notepad, you will find a lot of adjustable constants in the beginning of the file. Cephalo did a good job commenting them too.
For size you will need to search for the getGridSize method and input the sizes you want there.
be carefull not to insert a unecessary space/tab - python is indentation sensitive (:wallbash:) but overall it's quite easy to read/change.
vidcapper Oct 11, 2008, 12:08 PM Sa far as i know the Script ignores all the XML control and has a set of own tweaking variables.
If you open the Fairewather.PY in notepad, you will find a lot of adjustable constants in the beginning of the file. Cephalo did a good job commenting them too.
For size you will need to search for the getGridSize method and input the sizes you want there.
be carefull not to insert a unecessary space/tab - python is indentation sensitive (:wallbash:) but overall it's quite easy to read/change.
Thanks, I will take a look.
cephalo Oct 11, 2008, 04:06 PM Thanks, I will take a look.
Actually, besides the getGridSize function, you might change the mc.hmWidth mc.hmHeight variables so that your map generation happens with similar dimensions. To put back to the old way, which was square, change mc.hmWidth to 129. Then, make sure to set all the sizes in getGridSizes to square also, not counting the water bands created for the Europe distance.
GeoModder Oct 11, 2008, 04:51 PM Cephalo, have you perhaps found a tag or function that sets a Col map as round instead of as a hemisphere of the world?
cephalo Oct 11, 2008, 05:12 PM On a regular map, I think that you can simply change the getWrapX() etc. function and it will work. If you want to use this map though, you'll have to change the mc.hmWidth/Height to be 1 less according to the instructions on the related comment in the script, and use mc.WrapX and mc.WrapY instead of the normal functions.
GeoModder Oct 12, 2008, 01:53 AM No, it was not meant for this map. It was for a possible mod which encompasses a whole world, not a section of it.
Belizan Oct 14, 2008, 02:49 AM I really like this map script, cephalo, but I noticed a little bug on one of the maps it generated. There is a fresh water lake with "light forest" in it. I haven't looked at the code to see how this might have happened, but I thought I'd mention it in case you happen to review it.
darkerbeats Oct 14, 2008, 06:16 AM I really like this map script, cephalo, but I noticed a little bug on one of the maps it generated. There is a fresh water lake with "light forest" in it.
Maybe it's a swamp hehe....:)
cephalo Oct 14, 2008, 08:12 AM I really like this map script, cephalo, but I noticed a little bug on one of the maps it generated. There is a fresh water lake with "light forest" in it. I haven't looked at the code to see how this might have happened, but I thought I'd mention it in case you happen to review it.
I know exactly what caused it. It's the same bug that sometimes caused an oasis on a lake in PerfectWorld. Thanks for letting me know!
cephalo Oct 14, 2008, 04:37 PM Ok, I updated the map. I fixed the light forest in water bug. Also, I was setting the altitude for the water bands on the edge of the map to 0.0, which created a large altitude difference that caused lines of peaks to occur on continent edges on the border. Setting them to just below sea level solved this problem.
vidcapper Oct 15, 2008, 01:26 AM Ok, I updated the map. I fixed the light forest in water bug. Also, I was setting the altitude for the water bands on the edge of the map to 0.0, which created a large altitude difference that caused lines of peaks to occur on continent edges on the border. Setting them to just below sea level solved this problem.
I've noticed it loved to put a line of hills along the shore, but I haven't seen mountains there.
coreybowman Oct 18, 2008, 01:30 PM where do you put this?how do you install?
GeoModder Oct 18, 2008, 03:30 PM Look for a folder called "PublicMaps" in your Colonization folder, and drop the extracted file in there. It should show up as a playable maptype when you start a game.
SerriaFox Oct 19, 2008, 10:39 PM By far better than the including script. Frixas should pay you for this mod
anthonydesu Oct 20, 2008, 04:53 AM This is a really cool addition! I think it is way better than the vanilla maps. Although I saw a little one square island off in the middle of nowhere, and it was surrounded by five crabs. I guess if someone really wanted to make a baby factory, that would be the place.
vidcapper Oct 20, 2008, 05:31 AM This is a really cool addition! I think it is way better than the vanilla maps. Although I saw a little one square island off in the middle of nowhere, and it was surrounded by five crabs. I guess if someone really wanted to make a baby factory, that would be the place.
We call those 'council house estates'... :)
Cela Oct 20, 2008, 07:35 AM Originally Posted by cephalo
Ok, I updated the map. I fixed the light forest in water bug. Also, I was setting the altitude for the water bands on the edge of the map to 0.0, which created a large altitude difference that caused lines of peaks to occur on continent edges on the border. Setting them to just below sea level solved this problem.
Thanks a lot. i was tired of finding cliffs and mountains in the shore.
A great map. Thanks
TechnoMule Oct 26, 2008, 02:30 PM I love your map script. It's *much* better than the stock one.
It seems to be really special resource heavy sometimes though. For an example, take a look at the screenshot I've included. It's the worst example I've seen so far.
There are 7 tobacco tiles all in a clump. You could actually build a colony in the middle with access to FIVE special tobacco tiles.
Also, along the shoreline you can see clumps. The NE shows 3 crab in a row, with 2 more not far off. Along the north is a row of 5 fish.
This seems fairly typical for the script. I've had colonies with 3 or 4 corn tiles.
Is this intentional? I'm not sure how your script generates special tiles but it seems a little unbalanced.
cephalo Oct 26, 2008, 04:42 PM I love your map script. It's *much* better than the stock one.
It seems to be really special resource heavy sometimes though. For an example, take a look at the screenshot I've included. It's the worst example I've seen so far.
There are 7 tobacco tiles all in a clump. You could actually build a colony in the middle with access to FIVE special tobacco tiles.
Also, along the shoreline you can see clumps. The NE shows 3 crab in a row, with 2 more not far off. Along the north is a row of 5 fish.
This seems fairly typical for the script. I've had colonies with 3 or 4 corn tiles.
Is this intentional? I'm not sure how your script generates special tiles but it seems a little unbalanced.
Actually in this map the default bonus placement is used. The reason why you see more clumping on this map sometimes is that normally the 'fractal' generator creates a very random jumble of terrains that prevent alot resource clumping.
If you really don't like this behavior, you can set the iUnique tag in the BonusInfos XML to 1 or even 2.
younflancy Oct 27, 2008, 03:22 AM :)Hello, good work!
I am thinking of some adjustment of bonuses.
Now it seems, there are more grasslands than plains in the map, which means there are much less cotton than tobacco. Sugar appears even more less. How to make the three with about the same amount?
And, I found that many native cottages teach tobacco planter, sugar, cotton and fur planters are hard to see. Usually there is no sugar planter in the world. Could this be adjusted? coz many players want to harvest and sell as many sort of goods as they can!
cephalo Oct 27, 2008, 08:20 AM :)Hello, good work!
I am thinking of some adjustment of bonuses.
Now it seems, there are more grasslands than plains in the map, which means there are much less cotton than tobacco. Sugar appears even more less. How to make the three with about the same amount?
And, I found that many native cottages teach tobacco planter, sugar, cotton and fur planters are hard to see. Usually there is no sugar planter in the world. Could this be adjusted? coz many players want to harvest and sell as many sort of goods as they can!
Native training skills are not handled in the map script. Bonuses can be handled in the map script but I have not done that.
Hian the Frog Oct 27, 2008, 11:10 AM Hi Man,
Nice map.
It seems that i can't use it with a mod. Is it logical ? Maps aren't my cup of tea... i need to understand why i can't play a mod with it and how to do.
Thx.
cephalo Oct 27, 2008, 12:17 PM Hi Man,
Nice map.
It seems that i can't use it with a mod. Is it logical ? Maps aren't my cup of tea... i need to understand why i can't play a mod with it and how to do.
Thx.
It should work with any mod that uses the standard terrains and features. Additional features and terrains will not be placed, but even then it should still work. What mod are you having trouble with?
Hian the Frog Oct 27, 2008, 01:04 PM It should work with any mod that uses the standard terrains and features. Additional features and terrains will not be placed, but even then it should still work. What mod are you having trouble with?
I'm trying with Age of Discovery II.
Maybe i have done a mistake. This map had to be put in the folder "public map", right ?
avain Oct 27, 2008, 02:11 PM I'm trying with Age of Discovery II.
Maybe i have done a mistake. This map had to be put in the folder "public map", right ?
Hian, I just tried them out and they work together.
cephalo Oct 27, 2008, 02:40 PM I'm trying with Age of Discovery II.
Maybe i have done a mistake. This map had to be put in the folder "public map", right ?
Let me know if you get a specific error message. There are some issues that can cause maps to break temporarily.
Hian the Frog Oct 27, 2008, 02:52 PM Let me know if you get a specific error message. There are some issues that can cause maps to break temporarily.
No, i don't know what is wrong. I have a map script error message (and then a CTD) with the mod.:confused:
cephalo Oct 27, 2008, 05:32 PM No, i don't know what is wrong. I have a map script error message (and then a CTD) with the mod.:confused:
What does the map script error say? Also, the map is still working with the vanilla game correct?
Hian the Frog Oct 27, 2008, 06:30 PM What does the map script error say? Also, the map is still working with the vanilla game correct?
As far as i have tested, the map is working fine with the vanilla game. :)
Nevertheless, it doesn't work under the mod. :( Do i have to put the map elsewhere in that case ?
Hian the Frog Oct 28, 2008, 08:36 AM cephalo,
After a complete reinstall, it seems to work well. My apologies.
Now i can play both the mod and the map. Cool, isn't it ?
cephalo Oct 28, 2008, 01:57 PM cephalo,
After a complete reinstall, it seems to work well. My apologies.
Now i can play both the mod and the map. Cool, isn't it ?
Eww, I would hate a complete reinstall to be the solution. I wonder if the problem was the writing of the map in the ini file. Let me know if it happens again so you dont need a reinstall.
Hian the Frog Oct 28, 2008, 04:05 PM Eww, I would hate a complete reinstall to be the solution. I wonder if the problem was the writing of the map in the ini file. Let me know if it happens again so you dont need a reinstall.
Don't be worry. I seems to be my own fault. I truely belive it works well if you install it as intended (and not like i did ;) )
lostkiwi Oct 28, 2008, 04:20 PM Love this mod. awesome work to give us some variety!
And I personally love the clumping. Feels much more realistic as those are supposed to be rich wild fields of those resources.
Cornflower Nov 01, 2008, 04:38 PM I want to play with a ginormous square-ish map with lots of grassland and plains. I figured out (I think...) how to make the map ginormous and sort of square-ish. I updated these:
self.hmWidth, self.hmHeight and WorldSizeTypes.WORLDSIZE_HUGE
What else should I do for size?
What do I need to update to get more grassland and more plains. I get a shiatload of hills, desert and swamp right now...
Oh, and this mapscript really, really rocks! I'm impressed with your work!
Cornflower Nov 01, 2008, 04:51 PM Oh, and by the way, I found something that looks suspicially like a bug. I tried to mess around with the amount of water on the map and found an extra land-percent definition among the marsh definitions:
" #When there is enough rain to create marsh, there is only a chance to create a
self.landPercent = 0.38
#marsh based on temperature. At this temperature a marsh will always be created"
cephalo Nov 02, 2008, 09:25 AM Oh, and by the way, I found something that looks suspicially like a bug. I tried to mess around with the amount of water on the map and found an extra land-percent definition among the marsh definitions:
" #When there is enough rain to create marsh, there is only a chance to create a
self.landPercent = 0.38
#marsh based on temperature. At this temperature a marsh will always be created"
That's a bug, I'll be fixing that today with some other improvements to the script. As far as the size goes, you dealt with the right places. For controlling the amount of terrain types, there are variables to control that in the MapConstants class. DesertPercent, PlainsPercent and GrassPercent are the variables.
cephalo Nov 02, 2008, 09:46 AM Ok, there is a new version out. Previously, I had been somewhat lazy in using a single filterSize variable to control unrelated aspects of the map. Giving both processes their own filter size allowed be to make mountain ranges much more defined. Mountain ranges were so wide before that they actually reached to the middle of tectonic plates, so that everything was really part of a mountain range. Now you can more readily see land that is in a mountain range or not in a mountain range.
GeoModder Nov 02, 2008, 12:42 PM Cheers. :D
EDIT: btw, the date on the download still says it was last edited on September 30th.
cephalo Nov 02, 2008, 07:46 PM Cheers. :D
EDIT: btw, the date on the download still says it was last edited on September 30th.
I think that's the date added.
Dale Nov 02, 2008, 09:39 PM Awesome! I had a lot of fun playing the last version with AoD2, so will definitely be using this one. :)
MightyGooga Nov 06, 2008, 10:07 AM Hello,
I never used map scripts before and I dont know how to start the thing. Can any one helpme out here?
cephalo Nov 06, 2008, 02:57 PM Hello,
I never used map scripts before and I dont know how to start the thing. Can any one helpme out here?
Download and Unzip this file into your Colonization\PublicMaps directory, and then when you start a game you will have the option to use this map. It should be that simple, although occasionally there are complications. Let me know if you get any strange error messages or something.
younflancy Nov 06, 2008, 11:31 PM Hello! Nice work!
I am looking forward to maps like Antarctic and Greenland! These would be interesting land to play on! Maybe we should add more resources on it like SEALS, WHALES and GOLD.
MightyGooga Nov 07, 2008, 11:58 AM Hi Cephalo,
Very Good Job! It is really easy to use and the maps it created really done the trick. Beyond the fact the the climate algorithm makes for a varied resource map, it also simulates an american continent (Well most of the times). If i could make a couple of suggestions they would be:
1 - We should be able to choose the climate, meaning, if I wanted to play northern hemisphere for example...
2 - Land mass, would also e a good parameter to choose.
But those are just suggetions, the work is great!
lostkiwi Nov 12, 2008, 01:07 AM I had to re-install the game and wasn't in the mood to re-download all the mods I had before so just downloaded the main mod...
and I kept getting awful map after awful map. I can't play this game without your mapscript!
awesome work
Onionsoilder Nov 14, 2008, 07:25 PM I had to re-install the game and wasn't in the mood to re-download all the mods I had before so just downloaded the main mod...
and I kept getting awful map after awful map. I can't play this game without your mapscript!
awesome work
I know, right? Play it once and you can't live with anything else.
Hengoroth Nov 18, 2008, 09:39 AM Really thanks for The Fairweather script Cephalo,i i use it 80% of the time.I have two little questions for u:
* I have tried to give the privateers the ability to capture specialists from europe,and now i cant build or buy the privateers! i dont get a error message or anything like that.I have just faitfully tried the xml unitinfo changes suggested on this site.can u help me? The game loses a lot without the privateer :=)
*If i use the option 6 seasquares to europe,will it shrink the landssize or just give the same map 2more than standard,seasquares?
Really thanks and keep up the good work
P.S. I use Dale\snoopys patchmode as basis mode
cephalo Nov 18, 2008, 12:27 PM Really thanks for The Fairweather script Cephalo,i i use it 80% of the time.I have two little questions for u:
* I have tried to give the privateers the ability to capture specialists from europe,and now i cant build or buy the privateers! i dont get a error message or anything like that.I have just faitfully tried the xml unitinfo changes suggested on this site.can u help me? The game loses a lot without the privateer :=)
*If i use the option 6 seasquares to europe,will it shrink the landssize or just give the same map 2more than standard,seasquares?
Really thanks and keep up the good work
P.S. I use Dale\snoopys patchmode as basis mode
I don't know what to say about the privateer problems, but when you choose 6 square distance, more tiles are added to the east and west edges of the map. You won't change the land size by changing the distance to europe, you will only have less or more ocean on the edges.
Jamis Nov 19, 2008, 11:28 AM Cephalo...great work on the script!
I have some questions...
Any idea why the majority of my maps turn out to be tobacco producing, as opposed to other commodities? Not just the bonuses...there is a vast majority of the tobacco and food producing plains tile.
Would this be the right place to post to bring back the Savannah tile from Col1? What about the Prime Timber resource bonus? Should I make a different post somewhere for those?
millansoft Jan 18, 2009, 12:23 PM Cephalo, I found a small bug, after starting a new game with your map script, if I chose to exit to the main menu and I start a new game, your script doesn't let me choice the european distance anymore.
Colfanatic Jan 22, 2009, 01:47 PM Cephalo, I found a small bug, after starting a new game with your map script, if I chose to exit to the main menu and I start a new game, your script doesn't let me choice the european distance anymore.
Yes I can confirm
Niptium Mar 08, 2010, 01:59 PM Interesting, I'll look into it tonight. Are the few bugs ironed out? is it working with the latest Firaxis patch? Is multiplayer working a-ok?
Androrc the Orc Mar 08, 2010, 02:43 PM Interesting, I'll look into it tonight. Are the few bugs ironed out? is it working with the latest Firaxis patch? Is multiplayer working a-ok?
Good to see you here Niptium :)
I am the Andrelvis of the Paradox Forums
Niptium Mar 08, 2010, 02:45 PM Hoi ! Small world isn't it!
Colonization has to be my favorite videogame franchise : up there with Secret of Mana (SNES) and the Legend of Zelda (SNES too). This map script is exactly what I'd been looking for. I'm so surprised I didn't get to it before.
cephalo Mar 08, 2010, 05:30 PM Wow, haven't had a post here in a while. Yeah that most recent bug is actually not a mapscript bug. That bug is in Colonization I believe.
This script should work for Mac and multiplayer. If it doesn't, let me know.
lschnarch Mar 26, 2011, 01:14 PM ... so it's time to :bump: :)
I wanted to increase map sizes.
These are the values which I changed.
self.hmWidth = 129
self.hmHeight = 129
...
WorldSizeTypes.WORLDSIZE_HUGE: (200 + mc.distanceToEurope * 4,100)
Unfortunately, the increase only works in x-direction (east - west). In y-direction (north - south) it seems to be capped at 100 (or actually, at 99, if my counting was correct).
Is there any way to get rid of this?
cephalo Mar 27, 2011, 09:32 AM ... so it's time to :bump: :)
I wanted to increase map sizes.
These are the values which I changed.
self.hmWidth = 129
self.hmHeight = 129
...
WorldSizeTypes.WORLDSIZE_HUGE: (200 + mc.distanceToEurope * 4,100)
Unfortunately, the increase only works in x-direction (east - west). In y-direction (north - south) it seems to be capped at 100 (or actually, at 99, if my counting was correct).
Is there any way to get rid of this?
I haven't looked at this for a really long time, I notice that your world size is set to 100 in the Y direction. If you use that code, it will always be 100.
Also, its been a while but I think that the height map dimensions have to be equal to or larger than the largest map size. The exact rules should be written in the comments... I hope.
lschnarch Mar 28, 2011, 12:34 AM I haven't looked at this for a really long time, I notice that your world size is set to 100 in the Y direction. If you use that code, it will always be 100.
Also, its been a while but I think that the height map dimensions have to be equal to or larger than the largest map size. The exact rules should be written in the comments... I hope.
Thanks very much. :goodjob:
I didn't realize that the comma in the expression was a separator, not the decimal point as it is in the German notation.
Changing the ",100" to a ",200" did the trick.
Now everything works as I want it to work. :)
AlessandroPozza Apr 28, 2011, 09:43 PM I see that everyone praise a lot this script...
..I'm afraid I have to dissent. :undecide:
Enabling a way bigger mapsize is for sure a very good thing.
The same thing goes with the simulation of rainfalls' shadows (and the less erratic terrain ...
..but there are a couple of things (that, at least are happening to me using this script) that really don't have any logical sense or realism:
1- the total absence of cold latitudes:
no tundras or snow near the poles.
you might have even grasslands or plains that overrid ice in the top or bottom cells.
the vanilla script handled this in a extremely good way.
I cant' see why changing it and deleting it.
2- the presence of tundras or even SNOW cells ON THE EQUATOR LINE, just because there're peaks nearby.
I don't really see what's the point in it.
It doesn't have any logical sense.
...or at least there's a very bad misunderstanding of what tundra and snow are:
the only explanation I can see is that you wanted to recreate alpine climate in mountain ranges...
but, sorry, if this was the case, this kind of climate is already implicit in the peak terrain.
putting a snow or tundra cell near a peak only means that as the mountain range finishes suddenly appears a region with artic/tundra climate, covered entirely by snow... that, at some point, suddenly changes in.. plains or grasslands. :confused:
It would be like saying that the regions around the Rocky Mountains (like Montana, Oregon and Nevada) are fully covered by snow or tundra... and this is clearly not how things really are.
Mountain ranges doesn't mean snow.
Snow is on very high altitudes (=mountain peaks; on them, not in the regions around them) or high latitudes (=the nearer you get to the poles the more snow there is).
That's a pity, because it seems that you had done a very good work about rainfall shadows. :(
cephalo Apr 30, 2011, 11:16 PM What I'm trying to do here is use the climate to give a sense of altitude apart from the premade mountain, hill, flat paradigm. Though the game did not intend for this use, I'm using mountains as differences in altitude rather than absolute altitude. For example, the 8000 ft. Olympic mountains near Seattle looks like a giant mountain and it does seem to leap right out of the Earth, but put that altitude in Tibet and it is lower than the deepest valley. There is perma snow near the equator in the Andes mountains. You have to use your imagination a little. It's just a different way to interpret the graphics, not a mistake.
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