View Full Version : Terra Incognita
rspeer Sep 26, 2010, 08:45 PM Terra Incognita
Current version: 1.0 (v.1 in the mod browser!)
First of all, if you haven't tried out Civ5's version of Terra, try it. It's beautiful, interesting to explore, and balanced. What more could anyone want?
Well... I was never satisfied with the idea that you know there's a New World out there waiting to be discovered. There's not as much thrill in exploration if you know basically what you're going to find.
So, when you play Terra Incognita, you have no idea what's across the ocean. It could be a vast New World. It could be a few sad little archipelagos. It could be six Australia-sized continents. It could be diddly squat.
You'll have to get on a boat and find out!
How to install
You can install Terra Incognita from the in-game mod browser. Download it, install it, and click its check button to load it. Once it's loaded, Terra Incognita will appear in the map list.
Or, if you want it to always be in the map list, you can download it as a Lua file (http://web.media.mit.edu/~rspeer/TerraIncognita.lua). Right-click the link, Save As, and save it in your My Documents\My Games\Sid Meier's Civilization V\Maps folder.
rspeer Sep 26, 2010, 08:58 PM v1.0 (9/29/2010)
- Released to the mod browser as v.1
- Added a painful workaround for what looks like a bug in MultilayeredFractal.
Some continents were coming out with straight horizontal or vertical edges. You
can even see them in Terra. So I regenerate until the edges don't suck.
- Added loads of options:
- Sea level (despite Sirian's warning that it's wonky)
- Old World can be allowed to be multiple continents (no guarantees)
- New World can be forced to exist (if you like that kind of thing)
- Start anywhere including the New World (if you like that kind of thing)
- Rebalanced city-state starting locations
v0.3 (9/28/2010)
- Stop messing with the Old World so much. It was fine to begin with.
For example, Africa and India can be differently shaped, as in Terra,
but they can't be missing (leaving a sad blobby Eurasia) like in 0.2.
v0.2 (9/27/2010)
- Australias can now appear in the New World.
v0.1 (9/26/2010)
- Original release. Lots of unnecessary randomization on all continents.
Screenshots from the current version:
Dale Sep 26, 2010, 09:10 PM In the usersettings.ini file if you enable debugging you press CTRL+Z to reveal the map. ;)
rspeer Sep 26, 2010, 09:17 PM Here's my first screenshot. Duel size, future era start. There turns out to be no New World at all.
rspeer Sep 26, 2010, 09:18 PM In the usersettings.ini file if you enable debugging you press CTRL+Z to reveal the map. ;)
Awesome, thanks! Time to actually test this script.
EDIT: Hmm, I can't make it work with CTRL+Z, but setting DebugPanel = 1 as well and pressing ~ does the trick.
rspeer Sep 26, 2010, 10:44 PM More screenshots at various world sizes.
By the way, I recommend playing both Terra and this script with two more city-states than the default. (EDIT: Not anymore. I've now rebalanced the city states for Terra Incognita.)
Baleur Sep 27, 2010, 04:47 AM How do you reveal the map? Ctrl Z nor debug-mode nor tilde did the trick for me :/
Too bad they removed the normal thingy they had in civ4 where the worldbuilder was integrated into the game.
edit: nm, the debug PANEL setting in the other configfile did the trick :)
jpinard Sep 27, 2010, 08:37 PM I really like what you've done here. Nice. But why do you suggest 2 more city-states than normal?
rspeer Sep 27, 2010, 08:56 PM Terra maps usually have more land than the equivalent Fractal map. (In Terra Incognita, this might not be the case...) The extra land comes in the form of unsettled continents that are inhabited only by city-states.
I've found that on Terra, you don't meet enough city-states until late in the game, because most of them are overseas. Adding more of them gives you more chances to find city-states who will mingle in politics with the big shots.
Of course, it also increases the chances of a really crowded Old World -- which I like because it motivates exploration, but I realize isn't everyone's cup of tea. So your mileage may vary on what the "right" number of city states is, but for me it's two more than usual.
SIMPA Sep 28, 2010, 12:33 AM Great...love it...:)
cephalo Sep 28, 2010, 01:08 AM I have a quick question regarding revealing the map. Is there a way to bypass meeting all the players and all the city states and getting a splash screen for all the natural wonders? That burns like ten minutes and the barrage nearly crashes my computer lol.
Also, good job on getting the first player made map script for Civ5!
1000.sassa Sep 28, 2010, 05:57 AM Awesome I love it! I hated to know that there is a new world, and to know what it would slightly look like, so that map would fix it i guess! Keep up the good work and thanks for sharing!
12agnar0k Sep 28, 2010, 07:39 AM I like the random map types, i.e you don't know what kind of map type it will be till you have started playing and exploring, you could get continents or islands or a pangea, very nice, but it seems to be an old world/new world map type, with no actual civilizations spawing on the new world, now while some people may like this I don't, I want the randomness of your script but with normal spawning rules so Civ's are spread out on the planet.
Could you release a "Terra" Map type then to keep the random map types but remove the Civ spawn limit, so Civ's get spread out, I would like to play on that. Release on the Mod Browser please :).
Szpilman Sep 28, 2010, 09:31 AM I like the random map types, i.e you don't know what kind of map type it will be till you have started playing and exploring, you could get continents or islands or a pangea, very nice, but it seems to be an old world/new world map type, with no actual civilizations spawing on the new world, now while some people may like this I don't, I want the randomness of your script but with normal spawning rules so Civ's are spread out on the planet.
Could you release a "Terra" Map type then to keep the random map types but remove the Civ spawn limit, so Civ's get spread out, I would like to play on that. Release on the Mod Browser please :).
Use Fractal?
Zhahz Sep 28, 2010, 11:16 AM @12agnar0k
You might wanna try "small continents" from the advanced setup map drop down.
The problem is, without enabling the "view map" functionality it's hard to know what kind of variety you might see with the default scripts unless you play each to full exploration a few times, which would only take months. :P
Quetz Sep 28, 2010, 03:36 PM Playing a game on this map now. Thanks :)
rspeer Sep 28, 2010, 06:21 PM I have a quick question regarding revealing the map. Is there a way to bypass meeting all the players and all the city states and getting a splash screen for all the natural wonders? That burns like ten minutes and the barrage nearly crashes my computer lol.
Huh. When I reveal the map with the ~ debug menu, none of that happens. Are you using a different trick?
rspeer Sep 28, 2010, 06:40 PM Could you release a "Terra" Map type then to keep the random map types but remove the Civ spawn limit, so Civ's get spread out, I would like to play on that. Release on the Mod Browser please :).
Hmm. So some real civs should get stuck on a possibly-crappy island halfway around the world from everyone else? There goes the balance that the civ placement code tries to achieve. I agree that you'd be better off trying plain Fractal, or just Random Map.
But if you do want that kind of map, here's how to get it. Open up TerraIncognita.lua in your favorite text editor (I recommend Notepad++), and change method = 1, to method = 2, on line 1166. I haven't tested it, but it should work.
rspeer Sep 28, 2010, 08:37 PM THE MAP EDITOR IS OUT! :D Oh, and ModBuddy, but right now I'm playing with the map editor. Now I can test this script like 100 times per minute. This is amazing.
I notice that it makes Eurasias that are basically a circle too often (I screwed with Eurasia for no good reason, and that's what I get). That's boring, and I'm going to fix it. Big changes coming.
12agnar0k Sep 28, 2010, 11:41 PM Hmm. So some real civs should get stuck on a possibly-crappy island halfway around the world from everyone else? There goes the balance that the civ placement code tries to achieve. I agree that you'd be better off trying plain Fractal, or just Random Map.
Well the problem with the Terra Incognita map type is that the first person to get navigation and send settlers over to the new continent can settle as many cities as they want, this is because the "distance from capital" maintenance is gone, all you have to contend with is normal happiness mechanics, so whats balanced about that? Settling an entire continent is probably easier than conquering a few nearby cities. If all landmasses, or most anyway, are filled with Civ's, then this is removed. As for Civ's starting on a small island and remaining isolated, its not going to be as bad as Civ4, tech trading is gone, and a small empire can contend with large ones, the only thing you will be missing compared to the pangea containing everyone else, is resource trading (which is actually kind of vital, but is a manageable condition if isolated), tech research agreements, (which I don't find that beneficial), and XP from war's. Anyway, the imbalances of the past where a small island of players always progresses slower than a big island of players won't neccessarily hold true.
Thanks for the help, I will try Fractal, and see if it gives the kind of landmass randomness I want, playing on "Random Map" won't do it, it will just pick Continents or Pangea or Arcipelago, (and any others) but what you can't then get is the truely random there could be anything over the water or beyond the fog, as apposed to just one type of terrain style. I want the possibility of hacing anything and everything on the map :D.
Thanks again. I will try Fractal then.
rspeer Sep 29, 2010, 03:50 AM Actually, 12agnar0k, once I figured out how to add new options, I added yours. You can now choose to have starting locations that aren't restricted to the Old World, among a bunch of other options.
I just spent a while making everything more awesome in 1.0, and finished it off by uploading it to the community hub! ModBuddy rocks my world.
rspeer Sep 30, 2010, 08:35 PM Any feedback on the latest version? Any particularly interesting or spiteful maps?
Are you all too busy playing it to comment, or alternatively is it quietly destroying your computers so thoroughly that you can't even log into CivFanatics to express your rage? :D
By the way, if you downloaded 0.1 or 0.2 as a standalone .lua file, you should replace it with the current version, or delete it and just use the mod browser. When I look at the 0.2 screenshots, they seem so crappy compared to 1.0.
Madeira Oct 01, 2010, 05:29 AM Im too busy playing ;)
did update to the latest version yesterday and started a new game after activating a few other mods, but work and family dont give me much time to play during the week so I havent even completed the ancient age yet. Looking good though, so far ;)
JDexter Oct 01, 2010, 05:56 AM I did't have much time, so I'm still in the old world. But that looks good so far. Will try to give more feedback once I've entered the Age of Discovery. ;)
Aidopunko Oct 01, 2010, 02:41 PM Love the map! Been playing it almost exclusively. :goodjob:
I seem to find the Old Faithful wonder very close to my start on every game. I've started maybe ten different maps and its always been close by within maybe 10 tiles. Is that a glitch?
rspeer Oct 01, 2010, 05:17 PM Interesting. It's conceivable, given that Terra has custom code for placing Old Faithful, but that would be a strange effect. It looks like the only connection between the civ-placing code and the wonder-placing code is that it makes sure not to put wonders in civ starting locations.
So it could be a random coincidence, or it could be an emergent effect. The rules for Old Faithful are that it has to be in a moderately hilly, inland, non-desert area. (These are somewhat tight criteria, enough that the game makes sure to place Old Faithful first.) I'm going to guess that the most likely place to find such a tile will be in the middle of the Old World landmass, which is also the most likely place to find yourself near.
LDiCesare Oct 02, 2010, 05:01 AM did you manage to get the worldbuilder console to stick in case your script failed?
I'm having trouble debugging map scripting because the console appears and closes with some error messages inside.
smellymummy Oct 02, 2010, 08:39 AM so what exactly does old world connect/not connect do? i'm assuming possibly splits up euro/asia/africa?
and new world might exists/must exists, does it mean either possible new continent or just islands, vs new world continent for sure?
btw, there was a recomendation for extra city states earlier in the thread, because they were spawning in the new world? was this fixed, do they all spawn in the old world now?
rspeer Oct 02, 2010, 10:55 AM Old world connected: There are two possible ways to generate the Old World. You can generate overlapping fractals for Europe and Asia, or you can generate a single fractal for Eurasia. (Africa and India are fractals that partially overlap with Eurasia in either case.)
Fractals are made of land and water, with the land area combining when they overlap. In the first case ("Old World is connected"), there's enough overlap that the Old World will almost certainly be Pangaea-like. (Not completely certain. I have seen it end up as an almost-Pangaea separated by one square hex of water, particularly with high sea levels.) In the second case ("Old World may be disconnected"), the Old World is basically a Fractal map of its own, so it could be a pangaea or it could be separate continents.
"New World must exist" makes sure to generate at least one continent in the New World, which could be a North America or a South America, and increases the chance that you get both of them like on a standard Terra map.
rspeer Oct 02, 2010, 11:02 AM Do you want all city states to spawn in the Old World, like players? That sounds very crowded.
There are supposed to be New World city-states by design, but Terra was forcing too many of them to be in the New World, especially in cases where there wasn't a New World to speak of. So, either the New World would have not enough land and you'd end up with irrelevant city-states on tiny islands, or it would have lots of available land and the game would still emphasize putting more than the usual number of city-states there.
I have now changed the city-state placement code back to the game's default, which I think works fine no matter what the distribution of land is between the Old World and the New World. So I don't think you need to crank up the number of city-states to compensate anymore.
rspeer Oct 02, 2010, 11:06 AM LDICesare: I had problems with that too. I think that text might also show up in the My Games\Sid Meier's Civilization 5\Logs directory, but what I did was to just keep clicking the generate button fast enough that the error message was flashing like a strobe light and I could read it. :)
Herex Oct 03, 2010, 05:48 AM I love this map script, but it seems to me that the "Random Mapsize" function isnt working.
Whenever I start a new game, I press escape, to see the mapsize, and it always says "Standard". Or maybe that's just to hide the real size from the player?
There's no worldbuild thingy, so I can't just quickly check how big the map actually is.
Maybe you can shed some light on this. :)
Thanks
rspeer Oct 03, 2010, 05:36 PM I didn't even realize there was a random map size option until now. It's not defined like the other options that the map script has control over. But I'm happy that there is, for that much extra uncertainty.
I just tried generating a random-sized Terra Incognita and revealing it, and it was a Small map.
There is a world builder in the Civ 5 SDK (download it from Steam). Also, you can turn on the "DebugPanel" (not DebugMode) in config.ini, and pressing ~ gives you a menu that can reveal the map.
Nercury Oct 04, 2010, 09:46 AM LDICesare: I had problems with that too. I think that text might also show up in the My Games\Sid Meier's Civilization 5\Logs directory, but what I did was to just keep clicking the generate button fast enough that the error message was flashing like a strobe light and I could read it. :)
No, it doesn't show up there and Firaxis must somehow know that or modders will have to buy new mouses. I keep forgetting that damn "end" after if blocks...
EDIT: oh, my mistake, it DOES show up. Thanks for making me check again :D
rt12568 Oct 04, 2010, 11:12 AM Very nice :) I like the idea of maybe or maybe not a new world. I've always stayed clear of using random maps because some map types I absolutely do not want to play. This should be a nice little feature. Thanks!
War Chicken Oct 04, 2010, 12:27 PM I'd like to download your lua file, because I want it in my map options in general AND my mod-browser doesn't work, but my browser can't reach your URL...
rspeer Oct 04, 2010, 05:08 PM It's odd that the URL doesn't work for you. But instead, you could download it from the download hub (http://forums.civfanatics.com/downloads.php?do=file&id=15433), extract the civ5mod like it's a zip file, and copy the .lua file into your Maps folder.
Flying Bread Oct 04, 2010, 05:22 PM This map script is great, it's given me a lot of good maps.
Is there any way you can add options to choose if there are lots of mountains/hills, if there are deserts/dry areas, and if there are a lot of rivers?
War Chicken Oct 04, 2010, 06:19 PM It's odd that the URL doesn't work for you. But instead, you could download it from the download hub (http://forums.civfanatics.com/downloads.php?do=file&id=15433), extract the civ5mod like it's a zip file, and copy the .lua file into your Maps folder.
I tried from the download hub, too earlier.
Maybe your server was down shortly - I just tried again and it worked like a charm.
Will try the script tomorrow.
[WTN]Manhattan Oct 07, 2010, 02:47 AM I didn't have the chance to try it out till now, but I will asap. It sounds awesome!
Just one suggestion: Is it possible to implement a setting option which places all natural wonders in the new world? This would strengthen this "miracles of the new world" feeling...
1000.sassa Oct 07, 2010, 08:03 AM I tried a few times and i must say I got some really nice results!
civcivv Oct 21, 2010, 07:31 AM Looks interesting, but none of your screenshots show any old world. Or at least even the minimap seems to suggest there is no old world, or a vastly different old world?
I'm looking for a map that gives the old world and then either a random new world or nothing at all (my own preference being an old map world only and your little ocean takes you from europe to asia - not too large an ocean).
rspeer Oct 21, 2010, 07:16 PM The "old world" is still random, not an exact copy of Earth. Like Terra, it rams a few random continents of the appropriate sizes together, which is why it sometimes still makes sense to refer to "Eurasia", "Africa", and "India" as features of how the map is generated.
I'm not sure what your second question means, but it sounds like it needs a very different map script.
Sirian Oct 30, 2010, 04:31 PM Added a painful workaround for what looks like a bug in MultilayeredFractal.
Some continents were coming out with straight horizontal or vertical edges. You
can even see them in Terra. So I regenerate until the edges don't suck.
That issue resides in the core fractal generator, which hasn't changed since Civ3.
If I draw the assignment to do the maps for Civ6, I will see about re-engineering the fractal generator from the ground up, including expanding its output range. That won't help the occasional "straight edge" fractal output for Civ5, but there is only so much I can do at one time, and this game got the focus on start points and resources, which had much bigger problems.
- Sirian
rspeer Oct 30, 2010, 06:53 PM Hey Sirian, thanks for the reply.
Am I right that the bug is most apparent in MultilayeredFractal, because in plain Fractal it will generally happen at the poles?
Can you think of any better way to tweak the fractal output than what I'm doing (to regenerate the map until I find one without straight edges over a certain length)?
rt12568 Oct 31, 2010, 12:33 PM EDIT...nm seems to be an issue with bigger worlds mod rather than yours I think. Thanks again.
Sirian Nov 15, 2010, 08:16 AM Hey Sirian, thanks for the reply.
Am I right that the bug is most apparent in MultilayeredFractal, because in plain Fractal it will generally happen at the poles?
Can you think of any better way to tweak the fractal output than what I'm doing (to regenerate the map until I find one without straight edges over a certain length)?
The fractal generator has a lean factor. For a map that wraps x but not y, it leans horizontally. Civ5 doesn't allow for y wrapping, but Civ3 and Civ4 did, and there is a vertical lean. This tends to stretch out landmasses in the direction of the lean. Going with no lean will tend to get clumps in the middle, while leaning both at the same time will stretch the land all over.
Any of the leans can produce some straight-edge effect, but clumps of land with no lean are not always suitable when trying to do specific things with subcontinents. For instance, when trying to layer multiple subcontinents in to a larger continent, the no-lean output can cause loss of cohesion: the pieces don't touch. If they were jammed tighter together to make them touch, the variability of the total output could be reduced too far.
Discarding instances with a long straight edge is a reasonable workaround. The straight edge isn't always there, and when it's missing, the maps do look better.
Having the fractal generation itself dismiss a result with a long straight edge would be a better workaround, but again, I won't be able to look in to something like that in the near term.
- Sirian
Tomice Nov 17, 2010, 01:20 AM @ rspeer:
I really like the vanilla terra script and will try out yours for sure.
But there's one issue noone on the normal modding forum could answer.
The mapscript very often generates enclosed oceans, without access to the new world. So there's 2 big bodies of water, and many civ's can't get out of the smaller one with their navies, making it impossible to colonize.
Most of the time removing a few hexes of polar ice would be enough, but this is no longer possible in civ5 (no ingame worldbuilder). Saving the map as scenario, modding it and reusing it breaks the new world/ old world mechanic, it's treated as continents map afterwards.
Is this fixed in your version? Otherwise, any suggestion would be greatly appreciated!
EDIT: This should definitively not mean that I don't like inland seas. In fact, I LOVE maps with a mediterrenean situation. I'm just angry when I'm "Italy" and find out that "Gibraltar" is closed, locking my navy into a better swimming pool.
Is there a way to make the mapscript remove land or (even better) ice that seperates a body of water larger than 50 or 100 tiles (at the thinnest possible passage)? Maybe two passages would be even better.
ColBashar Nov 17, 2010, 09:34 AM I was just dealing with this same issue on my own script. A simple workaround I found was to edit the FeatureGenerator:AddIceAtPlot() function so that it does not place ice on plots adjacent to land. A similar alternative could be to keep ice out of shallow water altogether. This would ensure that there is always at least a narrow channel access between the "Pacific" and "Atlantic" oceans.
Best part of it, only one line of script need be changed, though to concept can be applied easily to any custom function that handles the application of ice:
if(plot:CanHaveFeature(self.featureIce) and plot:IsAdjacentToLand() == false) then
Tomice Nov 17, 2010, 02:41 PM Great, it worked! :thumbsup: :king:
Gewar Dec 02, 2010, 04:09 AM I found one issue and do not know how it could be resolved.
If there is a New World, some CS starts there - so they are not present on the Old World - so you could count them and gues, with high probability of success, if there is significant New World.
Maybe:
-you should add option of random number of CS
-or make script place them, as there is NW and than remove some, if there is no land (so there is constant number of CS in the Old World)
-or opposite - put all CS in the Old World and than add some to the NW
-or do not put any CS in the New World
BomberEscort Dec 06, 2010, 11:27 AM I want to say thanks for making this! I've used it for my last three games and they've been the best matches so far. I typically play this with High sea level, so it avoids the ocean problems above. After the next patch, given that the AI will now settle off continent, I expect this to be even better and be the only one I use (except for the occasional Earth map)...
LetMyPeopleGo Feb 09, 2011, 12:50 PM I was just dealing with this same issue on my own script. A simple workaround I found was to edit the FeatureGenerator:AddIceAtPlot() function so that it does not place ice on plots adjacent to land. A similar alternative could be to keep ice out of shallow water altogether. This would ensure that there is always at least a narrow channel access between the "Pacific" and "Atlantic" oceans.
Best part of it, only one line of script need be changed, though to concept can be applied easily to any custom function that handles the application of ice:
if(plot:CanHaveFeature(self.featureIce) and plot:IsAdjacentToLand() == false) then
If this thread is still alive, will someone please explain in simple words what should I do with this line of script?
I hate land mass that goes from pole to pole.
Thanks
ColBashar Feb 20, 2011, 05:22 PM Hello LetMyPeopleGo.
It might be a little confusing if you're wholly new to Civ5 modding but let's see if we can get you through it. First thing you'll need to do is open up the FeatureGenerator.lua file in the [Civ5]\Assets\Gameplay\Lua\ directory with Windows Notepad or some other text editor.
The individual functions in this file are separated by lines of hyphons. We need one called FeatureGenerator:AddIceAtPlot. It's about third or fourth from the bottom, I think. Highlight and copy the whole function.
Now open up the Terra Incognita file in your [Civ5]\Assets\Maps\ directory. Scroll to the bottom and paste the function you just copied. Now that the function is copied, replace the second line of the function (the one indented only once and starting with "if") with the line I provided here on the thread.
The function added to the Terra Incognita file should look like this:
function FeatureGenerator:AddIceAtPlot(plot, iX, iY, lat)
if(plot:CanHaveFeature(self.featureIce) and plot:IsAdjacentToLand() == false) then
if Map.IsWrapX() and (iY == 0 or iY == self.iGridH - 1) then
plot:SetFeatureType(self.featureIce, -1)
else
local rand = Map.Rand(100, "Add Ice Lua")/100.0;
if(rand < 8 * (lat - 0.875)) then
plot:SetFeatureType(self.featureIce, -1);
elseif(rand < 4 * (lat - 0.75)) then
plot:SetFeatureType(self.featureIce, -1);
end
end
end
end
Actually, you can just copy that and skip opening the FeatureGenerator.lua file altogether if you wanted. Anyway, save the Terra Incognita file and you should be good to go. Note that if you ever download any updates to the map script, you will have to repeat this process.
Bear in mind that this won't prevent landmasses from reaching the poles but it will keep ice from blocking east-west passages between major oceans. Let me know if you have any trouble.
LetMyPeopleGo Feb 23, 2011, 07:21 AM Hello ColBashar
Many thanks for your reply, thanks to E-mail reminder.
I've read throughout your reply and you did put in a very simple way, I'm on my way to do the necessary changes.
What if I also change permanently the original (vanilla) generator function in FeatureGenerator.lua, so whatever map I choose will benefit from the change?
Is it true?
ColBashar Feb 23, 2011, 08:10 AM Yes, editing the lua files in the Assets/Gameplay/lua directory would be a quick and dirty means of affecting the majority of Civ V's map generation; however, as a rule, I do not recommend editing the include files. It could lead to unexpected compatibility issues down the road. Although you'd probably be safe in this instance, you simply just never know. It would be cleaner and more professional to build a mod, though doing so exists outside the purview of my expertise.
Any file you do decide to edit, remember to make a backup in case you break something and can't figure out how to fix it. It's a lot more convenient to replace a file than reinstall the game.
LetMyPeopleGo Feb 25, 2011, 05:59 AM Thanks again, definitely going to back it up all, the file from the game and the Terra Incognita as well, a patch is due any day now, so I'll probably go on line for the patch with my original files in place, you can never know.
Steelyglint Jul 23, 2011, 07:09 AM Love the map! Been playing it almost exclusively. :goodjob:
I seem to find the Old Faithful wonder very close to my start on every game. I've started maybe ten different maps and its always been close by within maybe 10 tiles. Is that a glitch?
I get Old Faithful, too. But it's always right next to a CS. Happens in both Terra and Terra Incognita.
One thing I hated about Terra is that there's always a really long, unnaturally straight coast. Still get this with TI. Also, once I was playing as the Aztecs and the game started, but my Jaguar Warrior was about fifty tiles away. Standing on the ocean. I founded and clicked Next Turn, and the JW warped to 5 tiles away from my capital on a hill. Idk if it just happened or it was your script. :/
Great script, it's all I play on now. C:
The Great Apple Dec 16, 2011, 04:37 PM Playing this in a MP game with some friends and some AIs. We seem to have an aboslultey massive new world - from what I've seen so far it's even larger than the old world! Seems a bit over the top, but I guess it's part of the randomness.
JtW Feb 26, 2012, 05:38 AM This is my favorite map script so far!
Question: would it be possible to somehow merge it with the Perfect World? That would be the ultimate map script for me!
LetMyPeopleGo Apr 14, 2012, 11:44 AM It's been over a year and I must say that Terra Incognita is still my favorite map and ColBashar's little ( huge) change to FeatureGenerator.lua to avoide Ice plots blocking east <-> west passage goes with me in every map I play.
Thanks guys for a small but important contribution to playability fun.
wuTz Jul 03, 2012, 09:26 PM Yeah it's fun to play, the only thing is, that you already know if there is an NEw World out there by the players u have already met in the Old World, but hey never mind :-)
Incognita
Darac Jul 05, 2012, 06:21 AM Is it ok if i include this map script inside of my Shuffle Plus script?
wuTz Jul 05, 2012, 01:44 PM this would be great! and perfect world3, too! ;-)
Cetrix Jul 21, 2012, 01:30 AM Hello, I don't find this map generator with the in-game Steam browser. Is it still alive ?
LetMyPeopleGo Jul 30, 2012, 06:39 AM Yeah it's fun to play, the only thing is, that you already know if there is an NEw World out there by the players u have already met in the Old World, but hey never mind :-)
Incognita
As far as I know, the new world is always empty, or I didn't get your meaning.
Has anyone tried Terra Incognita with Gods & Kings? Is it ok?
Hello, I don't find this map generator with the in-game Steam browser. Is it still alive ?
I have it from the times of the old mod browser, so if you are interested I'll upload it.
Jabberwockxeno Jul 30, 2012, 07:53 PM As far as I know, the new world is always empty, or I didn't get your meaning.
Has anyone tried Terra Incognita with Gods & Kings? Is it ok?
I have it from the times of the old mod browser, so if you are interested I'll upload it.
Wait, will the AI not settle enything else?
I thought this was just a random map.
LetMyPeopleGo Aug 02, 2012, 12:14 PM Wait, will the AI not settle enything else?
I thought this was just a random map.
Once you select Terra Incognita there are some new options to select from, the way I select the options is that the AI will start on the old country as with the vanilla Terra map which is one of my favorites, first to get to the new world start to settle it, plenty of room for all.
The Terra Incognita map differs from the Terra in several ways, the classic Terra will have very minimal luxury resources if any on the new world, never the hard to find ones from the old country but a lot of the strategic resources.
On the Terra Incognita you get also the "good ones" on the new country, there is also fine tuning with the Terra Incognita map, by choosing it you get several new options like will there be a new world? Will some of the AI start on the new world? Which is kind of Continents for me so I tick it off. Will the old world be connected? Which I always check yes, I think it means if the old world will be in one continent or scattered a bit. In general the old world on Terra Incognita is larger then the old world on Terra for the same map size setting, which also is to my liking.
Anyways, I've tested it with G&K and so far it's beautiful, one of the best features of Terra Incognita is that the tiles are more random, not blocks of grass, plane or desert, there are some mixtures to it.
I wish the author will upload it to steams workshop.
If you read throughout this thread you will come across a Lua function contributed by ColBashar which can be added to the map and what it does is that it prohibits the map generator from connecting the old world to the poles, so there is always a free passage around the globe.
ColBashar was kind enough to post a detailed answer to my question on implementing it, since then I use it a lot.
Jabberwockxeno Aug 03, 2012, 10:32 AM Once you select Terra Incognita there are some new options to select from, the way I select the options is that the AI will start on the old country as with the vanilla Terra map which is one of my favorites, first to get to the new world start to settle it, plenty of room for all.
The Terra Incognita map differs from the Terra in several ways, the classic Terra will have very minimal luxury resources if any on the new world, never the hard to find ones from the old country but a lot of the strategic resources.
On the Terra Incognita you get also the "good ones" on the new country, there is also fine tuning with the Terra Incognita map, by choosing it you get several new options like will there be a new world? Will some of the AI start on the new world? Which is kind of Continents for me so I tick it off. Will the old world be connected? Which I always check yes, I think it means if the old world will be in one continent or scattered a bit. In general the old world on Terra Incognita is larger then the old world on Terra for the same map size setting, which also is to my liking.
Anyways, I've tested it with G&K and so far it's beautiful, one of the best features of Terra Incognita is that the tiles are more random, not blocks of grass, plane or desert, there are some mixtures to it.
I wish the author will upload it to steams workshop.
If you read throughout this thread you will come across a Lua function contributed by ColBashar which can be added to the map and what it does is that it prohibits the map generator from connecting the old world to the poles, so there is always a free passage around the globe.
ColBashar was kind enough to post a detailed answer to my question on implementing it, since then I use it a lot.
Oh, sweet.
Hope he uploads it to the workshop, too, then.
LetMyPeopleGo Aug 03, 2012, 11:52 AM Oh, sweet.
Hope he uploads it to the workshop, too, then.
You can get it from http://forums.civfanatics.com/downloads.php?do=file&id=15433
and manually place it in your mods folder which is in my case:
d:\My Documents\My Games\Sid Meier's Civilization 5\MODS\
If your My Documents is elsewhere look for it under your path.
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