View Full Version : The Total Map Conversion Project


GreatLordofPie
May 16, 2012, 08:57 PM
This is the official Total Map Conversion Project (TMCP) thread!
The goal of the TMCP is to convert every unique and non-mod reliant map available for download for Civ 4 (although it would be cool if those were included as well). This thread isn't to document maps for downloading, as there is already one for that (though it's been inactive for a while), but rather, for WorldBuilders to post the maps they wish to convert to C2C, and to discuss their map's specs when they're done.

Rules of TMCP:
1. Post in this thread saying what map you're converting (though it's probably better to post the map file somewhere else, but that's your call)
2. Maps that have more than one copy of themselves are the exception to the project's main goal; only the most current version of all maps should be converted, for simplicity's sake.
3. Don't forget to credit the creator
4. Have Fun :crazyeye:

List of already converted maps:
"Giant Earth Map" converted by Acularius, original by Genghis_Kai
"Earth 18 Civs" from the unmodded game, converted by GreatLordofPie, original by Rhye
"Standard Earth Pack (Beta)", converted by RidetheSpiral, original by ???
"Spain to Caspian" (edited GEM), converted by Hanny, original by Genghis_Kai
"Atlantica", converted by GreatLordofPie, original by el_hidalgo (this map is actually the "Europa Ultima" and "Eastern North America",maps combined, both by el_hidalgo, so both apply to rule 2)

If I forgot anyone, I'm sorry.
Happy WorldBuilding!

GreatLordofPie
May 16, 2012, 08:57 PM
reserved for new maps in the future

strategyonly
May 17, 2012, 12:15 AM
If your going to do a project this BIG, it best you look at how DH did his Terrain Add-On's, it would be 100 times easier for anyone then to do any map they want using any terrain the mod has. Trouble is, its not a correct way of Earth Maps, just any other type of map. That is if you know a little about python that is.

I have been asking anyone to do this, it would be fantastic with the Terrain Add-On's done.

## Sid Meier's Civilization 4
## Copyright Firaxis Games 2005
##
## C2C Terrain Features and special resource placement.
## A post map script so that these will appear in game no matter which map script is used.
##
## by Dancing Hoskuld
##
## Resources
## 1. Place of Sea Lion(Seal) and Walrus resource only on coastal plots in tundra regions.
## 2. Place of Sea Lion(Seal) on some single plot islands.
##
## Terrain Features
## For terrain marsh
## polar regions 75% marsh has peat bog feature
## cool temperate 25% peat bog, 40% sword grass representing the tall grasses you make thatch from eg Fens in the UK
## warm temperate 25% sword grass, 40% swamp
## tropical 50% swamp and 15% papyrus
##
## All this modified with "mangrove swamp" for coastal swamps. If I can get the graphic - I was thinking the ground water one from DuneWars as a place holder
## Polar and cool temperate - no chance
## Warm temperate 50%
## Tropical 90%
##
## For Tundra
## one in ten plots get one of the polar rock formations
##
## For Desert
## one in ten plots get one of
## one of the desert rock formations
## one of the plant features (not dates or coconut)
##
## Modified by coastal deserts getting dates or coconut instead.
##
## For Forest next to a desert
## Replace with savanna
##
## For single plot islands in the warm temperate to tropical
## If no other feature get coconuts.

from CvPythonExtensions import *

import CvUtil
import sys

# globals
gc = CyGlobalContext()

def isNextToFeature(pPlot, iFeature):
iPlotX = pPlot.getX()
iPlotY = pPlot.getY()

iX = iPlotX - 1
while iX < iPlotX + 2:
iY = iPlotY - 1
while iY < iPlotY + 2:
if not ( iX == iPlotX and iY == iPlotY):
testplot = CyMap().plot(iX, iY)
if testplot.getFeatureType() == iFeature:
return True
iY = iY + 1
iX = iX + 1

return False

def isNextToTerain(pPlot, iTerrain):
iPlotX = pPlot.getX()
iPlotY = pPlot.getY()

iX = iPlotX - 1
while iX < iPlotX + 2:
iY = iPlotY - 1
while iY < iPlotY + 2:
if not ( iX == iPlotX and iY == iPlotY):
testplot = CyMap().plot(iX, iY)
if testplot.getTerrainType() == iTerrain:
return True
iY = iY + 1
iX = iX + 1

return False

def isSinglePlotIsland(pPlot):
# check that each plot around this plot is sea/coast
iPlotX = pPlot.getX()
iPlotY = pPlot.getY()

iX = iPlotX - 1
while iX < iPlotX + 2:
iY = iPlotY - 1
while iY < iPlotY + 2:
if not ( iX == iPlotX and iY == iPlotY):
testplot = CyMap().plot(iX, iY)
#~ if testplot.isFlatlands () or testplot.isHills(): # allow peaks for isolated beaches??
if not testplot.isWater ():
return False
iY = iY + 1
iX = iX + 1

return True

def isSeaCoastalLand(pPlot):
# check that at least one plot around this plot is sea/coast
if not pPlot.isCoastalLand():
return False

iPlotX = pPlot.getX()
iPlotY = pPlot.getY()

iX = iPlotX - 1
while iX < iPlotX + 2:
iY = iPlotY - 1
while iY < iPlotY + 2:
if not ( iX == iPlotX and iY == iPlotY):
testplot = CyMap().plot(iX, iY)
if testplot.isWater () and not testplot.isLake():
return True
iY = iY + 1
iX = iX + 1

return False

def placeSealOrWalrus(iPlot, iSeaLion, iWalrus):

if CyGame().getSorenRandNum(3, 'SealionResource') == 0:
iPlot.setBonusType(iWalrus)
else:
iPlot.setBonusType(iSeaLion)
return

def placeMarshFeature(iPlot, featurePeatbog, featureGrass, featureSwamp):

if iPlot.getLatitude() >= 60: # Polar
if CyGame().getSorenRandNum(99, 'TerrainFeature') < 74:
iPlot.setFeatureType(featurePeatbog, 0)
return
elif iPlot.getLatitude() >= 40: # Cool temperate
iChance = CyGame().getSorenRandNum(99, 'TerrainFeature')
if iChance < 24:
iPlot.setFeatureType(featurePeatbog, 0)
if iChance < 64:
iPlot.setFeatureType(featureGrass, 0)
return
elif iPlot.getLatitude() >= 25: # Warm temperate
iChance = CyGame().getSorenRandNum(99, 'TerrainFeature')
#~ if iPlot.isCoastal():
#~ if iChance < 49:
#~ iPlot.setFeatureType() = gc.getInfoTypeForString("FEATURE_MANGROVE")
#~ return
if iChance < 24:
iPlot.setFeatureType(featureGrass, 0)
elif iChance < 64:
iPlot.setFeatureType(featureSwamp, 0)
return
else: # Tropical
iChance = CyGame().getSorenRandNum(99, 'TerrainFeature')
#~ if iPlot.isCoastal():
#~ if iChance < 89:
#~ iPlot.setFeatureType() = gc.getInfoTypeForString("FEATURE_MANGROVE")
#~ return
#~ if iChance < 49:
#~ iPlot.setFeatureType(featureSwamp, 0)
#~ elif iChance < 64:
#~ iPlot.setFeatureType() = gc.getInfoTypeForString("FEATURE_PAPYRUS")
iPlot.setFeatureType(featureSwamp, 0)
return
return

def placePolarRockFeature(iPlot):

if CyGame().getSorenRandNum(99, 'TerrainFeature') < 90: # 10% percent chance of a rock from
return

iFormNumber = CyGame().getSorenRandNum(5, 'TerrainFeature')

if iFormNumber == 0:
iPlot.setFeatureType(gc.getInfoTypeForString("FEATURE_POLAR_ROCK_ARCH"), 0)
elif iFormNumber == 1:
iPlot.setFeatureType(gc.getInfoTypeForString("FEATURE_POLAR_ROCK_ARCH2"), 0)
elif iFormNumber == 2:
iPlot.setFeatureType(gc.getInfoTypeForString("FEATURE_POLAR_ROCK_FORM1"), 0)
elif iFormNumber == 3:
iPlot.setFeatureType(gc.getInfoTypeForString("FEATURE_POLAR_ROCK_FORM2"), 0)
elif iFormNumber == 4:
iPlot.setFeatureType(gc.getInfoTypeForString("FEATURE_POLAR_ROCK_FORM3"), 0)
else: # iFormNumber == 5:
iPlot.setFeatureType(gc.getInfoTypeForString("FEATURE_POLAR_ROCK_FORM4"), 0)

def placeDesertPlantFeature(iPlot):

if CyGame().getSorenRandNum(99, 'TerrainFeature') < 90: # 10% percent chance of a rock from
return

iFormNumber = CyGame().getSorenRandNum(1, 'TerrainFeature')

if iFormNumber == 0:
iPlot.setFeatureType(gc.getInfoTypeForString("FEATURE_BARREL_CACTUS"), 0)
else: # iFormNumber == 1:
iPlot.setFeatureType(gc.getInfoTypeForString("FEATURE_PRICKLY_PEAR"), 0)

def placeDesertRockFeature(iPlot):

if CyGame().getSorenRandNum(99, 'TerrainFeature') < 90: # 10% percent chance of a rock from
return

iFormNumber = CyGame().getSorenRandNum(11, 'TerrainFeature')

if iFormNumber == 0:
iPlot.setFeatureType(gc.getInfoTypeForString("FEATURE_ROCK_ARCH"), 0)
elif iFormNumber == 1:
iPlot.setFeatureType(gc.getInfoTypeForString("FEATURE_ROCK_ARCH2"), 0)
elif iFormNumber == 2:
iPlot.setFeatureType(gc.getInfoTypeForString("FEATURE_ROCK_FORM1"), 0)
elif iFormNumber == 3:
iPlot.setFeatureType(gc.getInfoTypeForString("FEATURE_ROCK_FORM2"), 0)
elif iFormNumber == 4:
iPlot.setFeatureType(gc.getInfoTypeForString("FEATURE_ROCK_FORM3"), 0)
elif iFormNumber == 5:
iPlot.setFeatureType(gc.getInfoTypeForString("FEATURE_ROCK_FORM4"), 0)
elif iFormNumber == 6:
iPlot.setFeatureType(gc.getInfoTypeForString("FEATURE_DARK_ROCK_ARCH"), 0)
elif iFormNumber == 7:
iPlot.setFeatureType(gc.getInfoTypeForString("FEATURE_DARK_ROCK_ARCH2"), 0)
elif iFormNumber == 8:
iPlot.setFeatureType(gc.getInfoTypeForString("FEATURE_DARK_ROCK_FORM1"), 0)
elif iFormNumber == 9:
iPlot.setFeatureType(gc.getInfoTypeForString("FEATURE_DARK_ROCK_FORM2"), 0)
elif iFormNumber == 10:
iPlot.setFeatureType(gc.getInfoTypeForString("FEATURE_DARK_ROCK_FORM3"), 0)
else: # iFormNumber == 11:
iPlot.setFeatureType(gc.getInfoTypeForString("FEATURE_DARK_ROCK_FORM4"), 0)


def onGameStart(argsList):
'Called at the start of the game'
gb_GoodyHuts = True
if CyGame().isOption(GameOptionTypes.GAMEOPTION_NO_GO ODY_HUTS):
gb_GoodyHuts = False

iSeaLion = gc.getInfoTypeForString("BONUS_SEA_LIONS")
iWalrus = gc.getInfoTypeForString("BONUS_WALRUS")

terrainCoast = gc.getInfoTypeForString("TERRAIN_COAST")
terrainMarsh = gc.getInfoTypeForString("TERRAIN_MARSH")
terrainTundra = gc.getInfoTypeForString("TERRAIN_TUNDRA")
terrainDesert = gc.getInfoTypeForString("TERRAIN_DESERT")

featureIce = gc.getInfoTypeForString("FEATURE_ICE")
featureReef = gc.getInfoTypeForString("FEATURE_REEF")
featureKelp = gc.getInfoTypeForString("FEATURE_KELP")

featureFossil = gc.getInfoTypeForString("FEATURE_BONES")
featureCrater = gc.getInfoTypeForString("FEATURE_CRATER")
featureTarPit = gc.getInfoTypeForString("FEATURE_TAR_PIT")
featureCoconut = gc.getInfoTypeForString("FEATURE_COCONUT")
featurePeatbog = gc.getInfoTypeForString("FEATURE_PEAT_BOG")
featureGrass = gc.getInfoTypeForString("FEATURE_SWORD_GRASS")
featureSwamp = gc.getInfoTypeForString("FEATURE_SWAMP")

improvementGoodyIsland = gc.getInfoTypeForString("IMPROVEMENT_GOODY_ISLAND")

for i in range(CyMap().numPlots()):
iPlot = CyMap().plotByIndex(i)
iLatitude = iPlot.getLatitude()
iTerrain = iPlot.getTerrainType()
#~ iFeature = iPlot.getFeatureType()

if iPlot.isWater():
if iTerrain == terrainCoast:
if not (iPlot.getFeatureType() == featureIce or iPlot.isLake() ):
if CyGame().getSorenRandNum(99, 'TerrainFeature') < 5:
iPlot.setFeatureType(featureKelp, 0)
elif CyGame().getSorenRandNum(99, 'TerrainFeature') < 5:
iPlot.setFeatureType(featureReef, 0)

if gb_GoodyHuts and CyGame().getSorenRandNum(19, 'IrgendeinTextAusDemDieZahlBerechnetWird') == 0:
iPlot.setImprovementType(improvementGoodyIsland)

else:
if (iTerrain == terrainMarsh):
placeMarshFeature(iPlot, featurePeatbog, featureGrass, featureSwamp)

if iPlot.isFlatlands() and (iPlot.getFeatureType() == -1) and (iPlot.getBonusType(-1) == -1):
if CyGame().getSorenRandNum(99, 'Fossils') == 0:
iPlot.setFeatureType(featureFossil, 0)
elif CyGame().getSorenRandNum(99, 'TarPit') == 0:
iPlot.setFeatureType(featureTarPit, 0)
elif CyGame().getSorenRandNum(990, 'Crater') == 0:
iPlot.setFeatureType(featureCrater, 0)

if (iPlot.getFeatureType() == -1) and (iTerrain == terrainDesert) and not iPlot.isPeak():
placeDesertPlantFeature(iPlot)

if (iPlot.getFeatureType() == -1) and not iPlot.isPeak():
if (iTerrain == terrainTundra):
placePolarRockFeature(iPlot)
if (iTerrain == terrainDesert):
placeDesertRockFeature(iPlot)

if iPlot.isPeak():
continue
elif isSinglePlotIsland(iPlot):
if (iPlot.getBonusType(-1) == -1): # coastal plot without any resources
if (iLatitude < 64):
if CyGame().getSorenRandNum(2, 'SealionResource') == 0:
iPlot.setBonusType(iSeaLion)
else:
placeSealOrWalrus(iPlot, iSeaLion, iWalrus)

if (iPlot.getFeatureType() == -1) and (iLatitude < 25): # No feature in the tropics
iPlot.setFeatureType(featureCoconut, 0)
else:
if isSeaCoastalLand(iPlot) :
if (iPlot.getBonusType(-1) == -1) and (iLatitude >= 65): # coastal plot without any resources
if CyGame().getSorenRandNum(19, 'SealionResource') == 0:
placeSealOrWalrus(iPlot, iSeaLion, iWalrus)

if (iPlot.getFeatureType() == -1) and (iLatitude < 25): # Tropics
if (iTerrain == terrainDesert):
if CyGame().getSorenRandNum(4, 'Coconuts') == 0:
iPlot.setFeatureType(featureCoconut, 0)
else:
if CyGame().getSorenRandNum(2, 'Coconuts') == 0:
iPlot.setFeatureType(featureCoconut, 0)
else:
continue

Acularius
May 17, 2012, 07:36 PM
This is the official Total Map Conversion Project (TMCP) thread!
The goal of the TMCP is to convert every unique and non-mod reliant map available for download for Civ 4 (although it would be cool if those were included as well). This thread isn't to document maps for downloading, as there is already one for that (though it's been inactive for a while), but rather, for WorldBuilders to post the maps they wish to convert to C2C, and to discuss their map's specs when they're done.

Rules of TMCP:
1. Post in this thread saying what map you're converting (though it's probably better to post the map file somewhere else, but that's your call)
2. Maps that have more than one copy of themselves are the exception to the project's main goal; only the most current version of all maps should be converted, for simplicity's sake.
3. Don't forget to credit the creator
4. Have Fun :crazyeye:

List of already converted maps:
"Giant Earth Map" converted by Acularius, original by Genghis_Kai
"Earth 18 Civs" from the unmodded game, converted by GreatLordofPie, original by Rhye
"Standard Earth Pack (Beta)", converted by RidetheSpiral, original by ???
"Spain to Caspian" (edited GEM), converted by Hanny, original by Genghis_Kai
"Atlantica", converted by GreatLordofPie, original by el_hidalgo (this map is actually the "Europa Ultima" and "Eastern North America",maps combined, both by el_hidalgo, so both apply to rule 2)

If I forgot anyone, I'm sorry.
Happy WorldBuilding!

You are a busy man. :D

Keep up the good work!

Koshling
May 18, 2012, 06:58 AM
As an FYi once we get viewport and very large map support working, I plan to write a map scaling tool, to allow existing maps to be expanded to larger scale automatically. This will be intended t provide a reasonable (and indeed playable) base for further details editing, rather than having to start from scratch.

strategyonly
May 18, 2012, 07:19 AM
As an FYi once we get viewport and very large map support working, I plan to write a map scaling tool, to allow existing maps to be expanded to larger scale automatically. This will be intended t provide a reasonable (and indeed playable) base for further details editing, rather than having to start from scratch.

Now thats just plain scaling correct, ie: 124X96 to make it bigger or smaller? But i hope its alot later than the more useful Multi-Map project:please:

GreatLordofPie
May 18, 2012, 04:47 PM
If your going to do a project this BIG, it best you look at how DH did his Terrain Add-On's, it would be 100 times easier for anyone then to do any map they want using any terrain the mod has. Trouble is, its not a correct way of Earth Maps, just any other type of map. That is if you know a little about python that is.

I have been asking anyone to do this, it would be fantastic with the Terrain Add-On's done.

## Sid Meier's Civilization 4
## Copyright Firaxis Games 2005
##
## C2C Terrain Features and special resource placement.
## A post map script so that these will appear in game no matter which map script is used.
##
## by Dancing Hoskuld
##
## Resources
## 1. Place of Sea Lion(Seal) and Walrus resource only on coastal plots in tundra regions.
## 2. Place of Sea Lion(Seal) on some single plot islands.
##
## Terrain Features
## For terrain marsh
## polar regions 75% marsh has peat bog feature
## cool temperate 25% peat bog, 40% sword grass representing the tall grasses you make thatch from eg Fens in the UK
## warm temperate 25% sword grass, 40% swamp
## tropical 50% swamp and 15% papyrus
##
## All this modified with "mangrove swamp" for coastal swamps. If I can get the graphic - I was thinking the ground water one from DuneWars as a place holder
## Polar and cool temperate - no chance
## Warm temperate 50%
## Tropical 90%
##
## For Tundra
## one in ten plots get one of the polar rock formations
##
## For Desert
## one in ten plots get one of
## one of the desert rock formations
## one of the plant features (not dates or coconut)
##
## Modified by coastal deserts getting dates or coconut instead.
##
## For Forest next to a desert
## Replace with savanna
##
## For single plot islands in the warm temperate to tropical
## If no other feature get coconuts.

from CvPythonExtensions import *

import CvUtil
import sys

# globals
gc = CyGlobalContext()

def isNextToFeature(pPlot, iFeature):
iPlotX = pPlot.getX()
iPlotY = pPlot.getY()

iX = iPlotX - 1
while iX < iPlotX + 2:
iY = iPlotY - 1
while iY < iPlotY + 2:
if not ( iX == iPlotX and iY == iPlotY):
testplot = CyMap().plot(iX, iY)
if testplot.getFeatureType() == iFeature:
return True
iY = iY + 1
iX = iX + 1

return False

def isNextToTerain(pPlot, iTerrain):
iPlotX = pPlot.getX()
iPlotY = pPlot.getY()

iX = iPlotX - 1
while iX < iPlotX + 2:
iY = iPlotY - 1
while iY < iPlotY + 2:
if not ( iX == iPlotX and iY == iPlotY):
testplot = CyMap().plot(iX, iY)
if testplot.getTerrainType() == iTerrain:
return True
iY = iY + 1
iX = iX + 1

return False

def isSinglePlotIsland(pPlot):
# check that each plot around this plot is sea/coast
iPlotX = pPlot.getX()
iPlotY = pPlot.getY()

iX = iPlotX - 1
while iX < iPlotX + 2:
iY = iPlotY - 1
while iY < iPlotY + 2:
if not ( iX == iPlotX and iY == iPlotY):
testplot = CyMap().plot(iX, iY)
#~ if testplot.isFlatlands () or testplot.isHills(): # allow peaks for isolated beaches??
if not testplot.isWater ():
return False
iY = iY + 1
iX = iX + 1

return True

def isSeaCoastalLand(pPlot):
# check that at least one plot around this plot is sea/coast
if not pPlot.isCoastalLand():
return False

iPlotX = pPlot.getX()
iPlotY = pPlot.getY()

iX = iPlotX - 1
while iX < iPlotX + 2:
iY = iPlotY - 1
while iY < iPlotY + 2:
if not ( iX == iPlotX and iY == iPlotY):
testplot = CyMap().plot(iX, iY)
if testplot.isWater () and not testplot.isLake():
return True
iY = iY + 1
iX = iX + 1

return False

def placeSealOrWalrus(iPlot, iSeaLion, iWalrus):

if CyGame().getSorenRandNum(3, 'SealionResource') == 0:
iPlot.setBonusType(iWalrus)
else:
iPlot.setBonusType(iSeaLion)
return

def placeMarshFeature(iPlot, featurePeatbog, featureGrass, featureSwamp):

if iPlot.getLatitude() >= 60: # Polar
if CyGame().getSorenRandNum(99, 'TerrainFeature') < 74:
iPlot.setFeatureType(featurePeatbog, 0)
return
elif iPlot.getLatitude() >= 40: # Cool temperate
iChance = CyGame().getSorenRandNum(99, 'TerrainFeature')
if iChance < 24:
iPlot.setFeatureType(featurePeatbog, 0)
if iChance < 64:
iPlot.setFeatureType(featureGrass, 0)
return
elif iPlot.getLatitude() >= 25: # Warm temperate
iChance = CyGame().getSorenRandNum(99, 'TerrainFeature')
#~ if iPlot.isCoastal():
#~ if iChance < 49:
#~ iPlot.setFeatureType() = gc.getInfoTypeForString("FEATURE_MANGROVE")
#~ return
if iChance < 24:
iPlot.setFeatureType(featureGrass, 0)
elif iChance < 64:
iPlot.setFeatureType(featureSwamp, 0)
return
else: # Tropical
iChance = CyGame().getSorenRandNum(99, 'TerrainFeature')
#~ if iPlot.isCoastal():
#~ if iChance < 89:
#~ iPlot.setFeatureType() = gc.getInfoTypeForString("FEATURE_MANGROVE")
#~ return
#~ if iChance < 49:
#~ iPlot.setFeatureType(featureSwamp, 0)
#~ elif iChance < 64:
#~ iPlot.setFeatureType() = gc.getInfoTypeForString("FEATURE_PAPYRUS")
iPlot.setFeatureType(featureSwamp, 0)
return
return

def placePolarRockFeature(iPlot):

if CyGame().getSorenRandNum(99, 'TerrainFeature') < 90: # 10% percent chance of a rock from
return

iFormNumber = CyGame().getSorenRandNum(5, 'TerrainFeature')

if iFormNumber == 0:
iPlot.setFeatureType(gc.getInfoTypeForString("FEATURE_POLAR_ROCK_ARCH"), 0)
elif iFormNumber == 1:
iPlot.setFeatureType(gc.getInfoTypeForString("FEATURE_POLAR_ROCK_ARCH2"), 0)
elif iFormNumber == 2:
iPlot.setFeatureType(gc.getInfoTypeForString("FEATURE_POLAR_ROCK_FORM1"), 0)
elif iFormNumber == 3:
iPlot.setFeatureType(gc.getInfoTypeForString("FEATURE_POLAR_ROCK_FORM2"), 0)
elif iFormNumber == 4:
iPlot.setFeatureType(gc.getInfoTypeForString("FEATURE_POLAR_ROCK_FORM3"), 0)
else: # iFormNumber == 5:
iPlot.setFeatureType(gc.getInfoTypeForString("FEATURE_POLAR_ROCK_FORM4"), 0)

def placeDesertPlantFeature(iPlot):

if CyGame().getSorenRandNum(99, 'TerrainFeature') < 90: # 10% percent chance of a rock from
return

iFormNumber = CyGame().getSorenRandNum(1, 'TerrainFeature')

if iFormNumber == 0:
iPlot.setFeatureType(gc.getInfoTypeForString("FEATURE_BARREL_CACTUS"), 0)
else: # iFormNumber == 1:
iPlot.setFeatureType(gc.getInfoTypeForString("FEATURE_PRICKLY_PEAR"), 0)

def placeDesertRockFeature(iPlot):

if CyGame().getSorenRandNum(99, 'TerrainFeature') < 90: # 10% percent chance of a rock from
return

iFormNumber = CyGame().getSorenRandNum(11, 'TerrainFeature')

if iFormNumber == 0:
iPlot.setFeatureType(gc.getInfoTypeForString("FEATURE_ROCK_ARCH"), 0)
elif iFormNumber == 1:
iPlot.setFeatureType(gc.getInfoTypeForString("FEATURE_ROCK_ARCH2"), 0)
elif iFormNumber == 2:
iPlot.setFeatureType(gc.getInfoTypeForString("FEATURE_ROCK_FORM1"), 0)
elif iFormNumber == 3:
iPlot.setFeatureType(gc.getInfoTypeForString("FEATURE_ROCK_FORM2"), 0)
elif iFormNumber == 4:
iPlot.setFeatureType(gc.getInfoTypeForString("FEATURE_ROCK_FORM3"), 0)
elif iFormNumber == 5:
iPlot.setFeatureType(gc.getInfoTypeForString("FEATURE_ROCK_FORM4"), 0)
elif iFormNumber == 6:
iPlot.setFeatureType(gc.getInfoTypeForString("FEATURE_DARK_ROCK_ARCH"), 0)
elif iFormNumber == 7:
iPlot.setFeatureType(gc.getInfoTypeForString("FEATURE_DARK_ROCK_ARCH2"), 0)
elif iFormNumber == 8:
iPlot.setFeatureType(gc.getInfoTypeForString("FEATURE_DARK_ROCK_FORM1"), 0)
elif iFormNumber == 9:
iPlot.setFeatureType(gc.getInfoTypeForString("FEATURE_DARK_ROCK_FORM2"), 0)
elif iFormNumber == 10:
iPlot.setFeatureType(gc.getInfoTypeForString("FEATURE_DARK_ROCK_FORM3"), 0)
else: # iFormNumber == 11:
iPlot.setFeatureType(gc.getInfoTypeForString("FEATURE_DARK_ROCK_FORM4"), 0)


def onGameStart(argsList):
'Called at the start of the game'
gb_GoodyHuts = True
if CyGame().isOption(GameOptionTypes.GAMEOPTION_NO_GO ODY_HUTS):
gb_GoodyHuts = False

iSeaLion = gc.getInfoTypeForString("BONUS_SEA_LIONS")
iWalrus = gc.getInfoTypeForString("BONUS_WALRUS")

terrainCoast = gc.getInfoTypeForString("TERRAIN_COAST")
terrainMarsh = gc.getInfoTypeForString("TERRAIN_MARSH")
terrainTundra = gc.getInfoTypeForString("TERRAIN_TUNDRA")
terrainDesert = gc.getInfoTypeForString("TERRAIN_DESERT")

featureIce = gc.getInfoTypeForString("FEATURE_ICE")
featureReef = gc.getInfoTypeForString("FEATURE_REEF")
featureKelp = gc.getInfoTypeForString("FEATURE_KELP")

featureFossil = gc.getInfoTypeForString("FEATURE_BONES")
featureCrater = gc.getInfoTypeForString("FEATURE_CRATER")
featureTarPit = gc.getInfoTypeForString("FEATURE_TAR_PIT")
featureCoconut = gc.getInfoTypeForString("FEATURE_COCONUT")
featurePeatbog = gc.getInfoTypeForString("FEATURE_PEAT_BOG")
featureGrass = gc.getInfoTypeForString("FEATURE_SWORD_GRASS")
featureSwamp = gc.getInfoTypeForString("FEATURE_SWAMP")

improvementGoodyIsland = gc.getInfoTypeForString("IMPROVEMENT_GOODY_ISLAND")

for i in range(CyMap().numPlots()):
iPlot = CyMap().plotByIndex(i)
iLatitude = iPlot.getLatitude()
iTerrain = iPlot.getTerrainType()
#~ iFeature = iPlot.getFeatureType()

if iPlot.isWater():
if iTerrain == terrainCoast:
if not (iPlot.getFeatureType() == featureIce or iPlot.isLake() ):
if CyGame().getSorenRandNum(99, 'TerrainFeature') < 5:
iPlot.setFeatureType(featureKelp, 0)
elif CyGame().getSorenRandNum(99, 'TerrainFeature') < 5:
iPlot.setFeatureType(featureReef, 0)

if gb_GoodyHuts and CyGame().getSorenRandNum(19, 'IrgendeinTextAusDemDieZahlBerechnetWird') == 0:
iPlot.setImprovementType(improvementGoodyIsland)

else:
if (iTerrain == terrainMarsh):
placeMarshFeature(iPlot, featurePeatbog, featureGrass, featureSwamp)

if iPlot.isFlatlands() and (iPlot.getFeatureType() == -1) and (iPlot.getBonusType(-1) == -1):
if CyGame().getSorenRandNum(99, 'Fossils') == 0:
iPlot.setFeatureType(featureFossil, 0)
elif CyGame().getSorenRandNum(99, 'TarPit') == 0:
iPlot.setFeatureType(featureTarPit, 0)
elif CyGame().getSorenRandNum(990, 'Crater') == 0:
iPlot.setFeatureType(featureCrater, 0)

if (iPlot.getFeatureType() == -1) and (iTerrain == terrainDesert) and not iPlot.isPeak():
placeDesertPlantFeature(iPlot)

if (iPlot.getFeatureType() == -1) and not iPlot.isPeak():
if (iTerrain == terrainTundra):
placePolarRockFeature(iPlot)
if (iTerrain == terrainDesert):
placeDesertRockFeature(iPlot)

if iPlot.isPeak():
continue
elif isSinglePlotIsland(iPlot):
if (iPlot.getBonusType(-1) == -1): # coastal plot without any resources
if (iLatitude < 64):
if CyGame().getSorenRandNum(2, 'SealionResource') == 0:
iPlot.setBonusType(iSeaLion)
else:
placeSealOrWalrus(iPlot, iSeaLion, iWalrus)

if (iPlot.getFeatureType() == -1) and (iLatitude < 25): # No feature in the tropics
iPlot.setFeatureType(featureCoconut, 0)
else:
if isSeaCoastalLand(iPlot) :
if (iPlot.getBonusType(-1) == -1) and (iLatitude >= 65): # coastal plot without any resources
if CyGame().getSorenRandNum(19, 'SealionResource') == 0:
placeSealOrWalrus(iPlot, iSeaLion, iWalrus)

if (iPlot.getFeatureType() == -1) and (iLatitude < 25): # Tropics
if (iTerrain == terrainDesert):
if CyGame().getSorenRandNum(4, 'Coconuts') == 0:
iPlot.setFeatureType(featureCoconut, 0)
else:
if CyGame().getSorenRandNum(2, 'Coconuts') == 0:
iPlot.setFeatureType(featureCoconut, 0)
else:
continue




This is cool, but how does it work? Do I copy it into a notepad and put it into the python folder or something?

strategyonly
May 18, 2012, 05:12 PM
This is cool, but how does it work? Do I copy it into a notepad and put it into the python folder or something?

Well it needs to be DRASTICALLY updated with all the NEW resources, it only has a few of them, from months ago. So someone would have to go through the python and update all of it, but it works great on any regular/fantasy map, just not Earth Maps.

GreatLordofPie
May 18, 2012, 05:21 PM
Well, unfortunately, I only "know" basic XML, which is why I'm sticking with maps. Sorry:(

strategyonly
May 18, 2012, 05:35 PM
Well, unfortunately, I only "know" basic XML, which is why I'm sticking with maps. Sorry:(

I hear that, i have made over 200 of them from scratch, and some off the wall one also, even a nude of Pam Anderson :eek::lol::lol::p Actually isn't a bad map.:) The best one i made was of the Mona Lisa, actually looks as good as the pic of her.

Faustmouse
May 20, 2012, 01:04 AM
I'd love to see a giant earth map version of the worldmap from the "next war" mod because I never get that late in my games :(

strategyonly
May 20, 2012, 06:04 AM
I'd love to see a giant earth map version of the worldmap from the "next war" mod because I never get that late in my games :(

Why not, old PC:old:or something?

GreatLordofPie
May 20, 2012, 11:44 AM
I'd love to see a giant earth map version of the worldmap from the "next war" mod because I never get that late in my games :(

Probably wouldn't be too hard, it would just be tedious to add HUNDREDS of buildings to HUNDREDS of cities:eek:

Acularius
May 20, 2012, 03:53 PM
Probably wouldn't be too hard, it would just be tedious to add HUNDREDS of buildings to HUNDREDS of cities:eek:

The tedium of that makes me cry inside.

GreatLordofPie
May 23, 2012, 06:45 PM
Starting the first (official) conversion of the project, which is incidentally what seems to be Strategyonly's first map, Caladan, from Dune!

EDIT: Never mind, not his first map, but still gonna do it

GreatLordofPie
Jun 01, 2012, 04:49 PM
Alright, so the Caladan map is just about done (sorry for the wait; I'm moving and the lack of variety of terrain made it difficult to change)

rightfuture
Jun 01, 2012, 08:25 PM
This is awesome, hope you get to the Accurate Earth Map soon (alas I have so little time right now), I do love GEM very much and would really really like you helping to improve the good C2C version we already have. :)

Faustmouse
Jun 06, 2012, 08:44 AM
Why not, old PC:old:or something?

Note, not a hardware problem ;) The problem is, that in my last GEM Games I conquered Europe AND Africa before I even researched Railsroads... I was miles ahead of all the other civs while playing on deinty. I know, I could try another civ but I just want to start a game in 2030 or something ;)


Probably wouldn't be too hard, it would just be tedious to add HUNDREDS of buildings to HUNDREDS of cities

Is it possible to add a "add [buildingname] in all cities" function?

GreatLordofPie
Jun 10, 2012, 07:25 PM
Okay, the Caladan map is done! You can find it in the below attachment.
Also, I'll be on hiatus in terms of building the maps for the next couple of weeks because of exams, so happy modding!


Is it possible to add a "add [buildingname] in all cities" function?

I wish!

strategyonly
Jun 11, 2012, 05:08 AM
Got this error message: see later post, i had wrong pic here.:blush:

GreatLordofPie
Jun 11, 2012, 11:37 PM
Is it likely because I don't use the SVN version (I just can't find the time to download it :( )

AIAndy
Jun 12, 2012, 05:56 AM
Got this error message:
Which error message?

strategyonly
Jun 12, 2012, 08:02 AM
Which error message?

ahhaa:lol: WOW wrong pic, it must have taken it just after i pressed ok, DUH!!!:blush:

But anyways, in the Bonus area, you misspelled Naurual (Natural) Gas in one spot and it comes up as an error.

Faustmouse
Jun 15, 2012, 06:36 AM
Originally Posted by Faustmouse View Post
Is it possible to add a "add [buildingname] in all cities" function?


I wish!


Is there nay modder who could do this please?

Lexotan_sedlex
Jun 15, 2012, 10:29 AM
Hello,

The GEM maps need change the start year. Actually starts at 12000 BC but this is wrong because at turn 500 in eternity gamespeed we are in 6000 AD. If start around 40000 BC i think will work well.

GreatLordofPie
Jun 15, 2012, 04:38 PM
Hello,

The GEM maps need change the start year. Actually starts at 12000 BC but this is wrong because at turn 500 in eternity gamespeed we are in 6000 AD. If start around 40000 BC i think will work well.

Sorry, but this isn't the thread for GEM, you'll want the thread with "GEM" in the title ;)

RidetheSpiral23
Jul 11, 2012, 11:17 AM
Rightfuture (get well soon!) requested that I post some information about myself in here. So...

Schedule:
I am usually on the forum/chat throughout the day at work but am unable to work on stuff than obviously.

I am in the Eastern time Zone (same as Acularius) and I am usually messing around with maps after 8 or 9 PM most days.

Pojects:
Completed the SEM and will continue to update as new stuff gets released.

Have work on updating the HEM and I have only Europe done. I would prefer if that was a joint effort (maybe split up the continents) as I don't want to update another whole Earth again :p

I have been working on a Huge Europe map in my spare time and plan to release that at some point. It could be used for the Iron Age scenario if everyone wants to do only Europe but I guess we will figure that out. If anyone wants to help with the Europe map that's cool too.

Random:
I would like to see if collectively we can learn how to do a little programming to get custom events, etc for the scenario without having to bother the busy modteam!

I look forward to working with everyone!

Sgtslick
Jul 12, 2012, 01:23 AM
ill do a continent for HEM if you like, only problem is im new, so only really know how to use the WB.

strategyonly
Jul 12, 2012, 01:46 AM
ill do a continent for HEM if you like, only problem is im new, so only really know how to use the WB.

Thats exactly how i got started, doing maps.

RidetheSpiral23
Jul 12, 2012, 10:04 AM
ill do a continent for HEM if you like, only problem is im new, so only really know how to use the WB.

That's all you really need to know starting out. The members of the map team can help you learn the rest. It would be a good idea to PM rightfuture as he is the head.

There really hasn't been a decision on how everyone wanted to split up the HEM continents. What continent(s) would you be interested in?

Sgtslick
Jul 13, 2012, 12:45 AM
not fussy bro

Acularius
Jul 13, 2012, 07:10 AM
Excellent attitude. :P
I'm not that fussy about it either, we do have two new resources to deal with, Tyrian purple and kangaroos, which shouldn't be as difficult.

Sgtslick
Jul 13, 2012, 08:21 AM
Maybe since im australian I should do australia and japan/indonesia (all the islands).

RidetheSpiral23
Jul 13, 2012, 10:22 AM
Maybe since im australian I should do australia and japan/indonesia (all the islands).

That could work. I would personally prefer to stay in the Europe region as that is where I usually play. I could take Africa too.

RidetheSpiral23
Jul 17, 2012, 10:36 AM
Anyone else from the map team working on anything currently??

rightfuture
Jul 17, 2012, 07:31 PM
Hey guys, I'm feeling a lot better. Back on course.

Thats exactly how i got started, doing maps.

I already know how to do maps a good bit. I've been editing them for years but haven't posted any. That's why I kept pushing for their to be a GEM thread.

If I had had time you would have had had a C2C GEM MAP earlier. :)
I am Glad Acularius picked up that ball and ran with it.


For anyone interested, a group of us have agreed to start an unofficial C2C MapTeam here to keep maps current and updated with the Purpose of earning the right to be Official C2C Content., to create new ones and find others to be updated, and to make some major scenarios together. I've been doing similar things for 20 years so this will be both fun and easy. Who knows, this might be the first official content I can get into C2C.
Let's see how much more we can do together!

My best times to have a meeting are in the evenings, after 9:45p Cst now on weekdays and after 7:00p on Sunday, although Sun may become a little tied up. I have a vastly fluctuating schedule outside of that so I can have anytime off. Weekends are a little brutal for me so they are not the most productive time.

Right now we are all calling for a meeting, so try to post your best meeting times here until we can pick the right one. Feel free to chat in the chat room, or talk about it here as this will be our mini-team thread. I'm hoping for a meeting asap, catch me in the chat room between now and when we can set the date, so we can start some good conversations. This is going to be a great team, looking forward to working with you guys! :)

RidetheSpiral23
Jul 17, 2012, 07:38 PM
I am on the forums a lot during the day since I sit at a computer at work but I usually mess around with maps after 8 or 9 Eastern time most nights.

rightfuture
Jul 23, 2012, 03:00 PM
For Anyone who is interested in attending a C2C map meeting event,

This will be to discuss coordinating efforts to create more and better maps and scenarios for C2C. This will include creating new maps, importing maps from other mods, placement of terrain and resources, keeping them up to date for C2C, and creation of new scenarios around popular time periods, alternate worlds, and genres. It will also cover coordinating efforts and team building.

We plan on holding it in the official C2C Chat room asap.
So far it is narrowed down to nights or weekends,
(Remember we will have to compromise as participants come from around the world. US CST may bridge the most people.)

Once I have a good idea of when most people are available I will post the best window here and try to pin down an immediate date.

I will start by suggesting that Sunday Night after 7p is probably best.
U.S. Central Standard Time (CST) will cover the most english speakers.
I am flexible but have to make it around work.

What do you all think?
I would like to have it within the next 2 weeks, as soon as possible. I'm ready. :)

Please post your best time and availability right here in this thread:

Proud Member of the C2C Map Team

RidetheSpiral23
Jul 24, 2012, 03:31 PM
My post about times that I am available is directly above rightfuture's post

Acularius
Jul 29, 2012, 01:11 PM
I'm okay for a time, so long as I know in advance and therefore can plan around it. Evening on the weekends are best since they are the EASIEST to plan around and I can have extended conversations with the only consequence being a spell of sleeping in and not doing my morning jog.

rightfuture
Jul 31, 2012, 11:34 PM
I'll have to get my schedule for this weekend. I will let you all know tomorrow!
Ready for that meeting and purple Kangaroos Acularius. :)
Everybody who can, Let's get this map team rocking.

rightfuture
Aug 01, 2012, 11:21 PM
My schedule is free after 7 pm Sat CST and most of the day on Sun. Sat is prob better for me this weekend. We're having rolling blackouts tonight in Dallas, so I only have a quick moment online.

rightfuture
Aug 02, 2012, 03:58 PM
I'm okay for a time, so long as I know in advance and therefore can plan around it. Evening on the weekends are best since they are the EASIEST to plan around and I can have extended conversations with the only consequence being a spell of sleeping in and not doing my morning jog.

I can do mornings on both Sat or Sun, Sat at 9p CST if I had to choose a time. It's also my fiancee's b-day, but we are working around it, if we can all set on a specific time for the meeting.
We can also push it back to next week if everybody wants.

Helping the ModTeam to get a working V25 friendly version of GEM seems like our immediate focus, and a good reason to get moving together to start the team.
I'm ready to get it started as soon as you all do. :)

rightfuture
Aug 04, 2012, 11:58 AM
Prem-lim MapTeam meeting tonight 9p CST in the C2C chat room (if it's working).
http://forums.civfanatics.com/showthread.php?t=466885
Everyone interested is invited.

Official meeting will be set when we have enough commitment for a day and time.

Hydromancerx
Aug 07, 2012, 02:48 AM
How did your meeting go?

Acularius
Aug 07, 2012, 09:32 AM
How did you meeting go?

RidetheSpiral and I were there, I don't think Rightfuture was able to connect.
On the productive side of things, I got RidetheSpiral hooked up to the Map SVN.

rightfuture
Aug 07, 2012, 10:13 AM
RidetheSpiral and I were there, I don't think Rightfuture was able to connect.
On the productive side of things, I got RidetheSpiral hooked up to the Map SVN.
You are correct, I had problems
It was frustrating.
which URL did you end up using?
Thanks for showing up guys, I am not going to let this stop me.
This time we can set up more notice for a time and date.

Acularius
Aug 07, 2012, 11:47 AM
http://caveman2cosmos.t15.org/Chat/

Located on the first page of the topic for the 'Community Chat'.
http://forums.civfanatics.com/showthread.php?t=466885

It wasn't so bad, 9PM Central Time works out to 10pm where I live, on a Saturday night, that's fine with me. XD I end up doing reading of any sorts during the time (news, e-mail, chat, visual novels... etc. )

rightfuture
Aug 08, 2012, 12:52 PM
That is exactly what I was on!

I'm still seeing no one in tiny chat!
It either times out,
or I can't seem to run into anyone on it.
It just timed out on me again :(
I'm going to have to sort this out. Internet connection is fine, AT&T DSL has caused me some problems in the last few months, but nothing lately.

I'm going to sort this out and let you know.

GiuseppeIII
Aug 08, 2012, 09:51 PM
That is exactly what I was on!

I'm still seeing no one in tiny chat!
It either times out,
or I can't seem to run into anyone on it.
It just timed out on me again :(
I'm going to have to sort this out. Internet connection is fine, AT&T DSL has caused me some problems in the last few months, but nothing lately.

I'm going to sort this out and let you know.

I think the problem might be that you're using the tinychat URL try using a different one

GiuseppeIII
Aug 14, 2012, 12:11 AM
Do you guys know if all the map generators already in c2c are fully updated with c2cs terrain and resources

rightfuture
Aug 21, 2012, 07:08 PM
All right guys, I might need some help troubleshooting the chat, if we are all going to meet.
I'm going to be back this weekend and try to make it work!!!

GreatLordofPie
Aug 23, 2012, 07:00 PM
Well, I've had some time to settle in, and I'm finally back (both physically and mentally!) However, some things have come up, so I'll be on further hiatus from helping with maps until at least mid-September (though possibly longer due to the free time gobbler known as ... grade 11). I will still be visiting the the forums regularly, though, and hopefully joining in on some discussions. Hopefully some great things will come out of this autumn and the following year. Cheers :)

Faustmouse
Aug 26, 2012, 06:41 AM
Hey Guys

How is it going? I would like to join you because I would love to play a C2C WW2 or even better a "Next war" scenario. But I don't have any knowlage about scenariocreation beyond the Worldbuilder. And i don't have a PC that is able to run Civ until the middle of October.
Is somebody already working on these scenarios? Is there anything i can do to help?

rightfuture
Nov 04, 2012, 09:43 PM
@Faustmouse
I think we can all participate in the discussion. Looking up resource and historical maps, and linking them in comments is nice. Maybe linking similar scenarios made in other games or in other mod communities could spur discussion. Adding to a mod could be as simple as using the worldbuilder. If you are familiar with editing a map file, it's not hard. You can definitely search the civfanatics forum. Try google search with civfanatics if you dont know how to use the internal search on the forum. I'm always glad to respond when I can. Sorry it took so long.

@everyone
I really wanted to help get the map team started. I'm still interested and probably will be for many years to come. I hope everyone feels inspired to at least add to the discussion. You can always make suggestions and participate as you can. I appreciate everybody involved for being positive. Keep up your participation. C2C is the greatest mod ever - look where it's pointed. You can at least start threads to create eventual scenarios. Everything is a WIP -Work-In-Progress and we can all get around to things in the future. Even if you don't have time to mess with files, take a moment here and there to add to the conversation. C2C can be as great as we make it!
I'm still open for possibilities. :)

For those who care - my health is finally better, and though I don't have much time to mod, (i plan on getting married next nov), I am still supportive and willing to share my opinion and eye.
The first step is always to tell people what you think. The more of us who take a moment to care -the better. You can always port scenarios from other mods. Units, Terrain, and civs have to be updated. I'm sure any of the mod team and active people will eventually respond. Feel free to do what you can. C2C is continuing to gain momentum and every month or so brings an even better version. We can all do what we can. Please keep it up. C2C is quite awesome - and it's potential is staggering. You can make it better by simply sharing your thoughts.
Take care guys, and you will see me around. :)

Faustmouse
Nov 05, 2012, 12:03 AM
Hi Rightfuture,
I'm glad you are still here!

I figured out now how to make scenarios and also how to edit them :) And since Acularius updated his Worldmap I am about to create the next war scenario. Once all cities are placed I will upload the map for discussion.

rightfuture
Nov 05, 2012, 12:39 AM
Quite excellent,
Most anytime you want to discuss things, I'm happy to respond when I can.

Most of the editing is not hard, learning the details can be a matter of finding the right program and just cutting and pasting at first. That is how I first learned to program at 12.
There are tutorials on civfanatics and lots of people, like myself, who would like to help, all you have to do is catch them at the right time.
One of the great things about C2C is that people learn to participate as they choose.
Don't forget to look at ones for other mods, some might be easy ports, that you can add your own twist too!
You never know what you can do until you try!
:)

Hydromancerx
Nov 05, 2012, 12:44 AM
Yep. And no matter how long you need to be away from modding we always welcome you back when you feel in the mood to mod.

Acularius
Nov 05, 2012, 06:16 AM
Glad to have you back, if you are interested, you can be a sub for the multiplayer game we have cooking up.
Most importantly, glad to see you in good health as well.
I'm hoping to have my laptop back within a few days, and from that... get cracking on it again.

GreatLordofPie
Dec 15, 2012, 01:14 PM
I'm back (for real this time(sort of))!
@rightfuture: I'm glad that your no longer sick, and congrats on your engagement!
Sorry for my recent inactivity, but school comes first!
Now, for some more pressing matter: Because of the exponential increase in pretty much everything (or possibly the awesomeness of having dolphins riding robots), my comp is no longer capable of running C2C, so unfortunately, I'll no longer be able to help with maps with the mod until I can get a better computer.
Until then, I'll continue to avidly follow the progress of this mod, as well as hopefully release a couple of my own. Thanks again to everyone involved in C2C, and I'm sorry I couldn't be more of a help.

DRJ
Dec 15, 2012, 04:57 PM
I'm back (for real this time(sort of))!
@rightfuture: I'm glad that your no longer sick, and congrats on your engagement!
Sorry for my recent inactivity, but school comes first!
Now, for some more pressing matter: Because of the exponential increase in pretty much everything (or possibly the awesomeness of having dolphins riding robots), my comp is no longer capable of running C2C, so unfortunately, I'll no longer be able to help with maps with the mod until I can get a better computer.
Until then, I'll continue to avidly follow the progress of this mod, as well as hopefully release a couple of my own. Thanks again to everyone involved in C2C, and I'm sorry I couldn't be more of a help.

Take a look at the modmod subforum. Rocks2Rockets is a modmod for low end computers and right now in development. Stick around, maybe testplay it and map on :rockon::old::rockon:

strategyonly
Dec 15, 2012, 07:41 PM
Now, for some more pressing matter: Because of the exponential increase in pretty much everything (or possibly the awesomeness of having dolphins riding robots), my comp is no longer capable of running C2C, I'll continue to avidly follow the progress of this mod, as well as hopefully release a couple of my own. Thanks again to everyone involved in C2C, and I'm sorry I couldn't be more of a help.

Do you play with Viewports on?

GreatLordofPie
Dec 16, 2012, 12:00 PM
@DRJ I'll have to try it!
@strategyonly I have been playing with viewports, the problem is that blasted black terrain! Even on duel maps! Until there's a definite way to remove that 100% of the time, the mod will be unplayable for me :( (either that, or you have to remove robot-dolphins, because that's too awesome for any comp anyway)

RidetheSpiral23
Mar 04, 2013, 04:24 PM
Who all is actually work on maps these days? Maybe someone else would like to help out with maps now that I am spending my mod time learning stuff from thunderbrd?

Acularius
Mar 05, 2013, 08:26 AM
Generally when I have spare time I work on maps.

strategyonly
Mar 05, 2013, 11:06 AM
Generally when I have spare time I work on maps.

You do :eek: news to me :p:lol::joke: jj

RidetheSpiral23
Mar 06, 2013, 02:29 PM
Lol we all have lives to attend. Sometimes we have more time than others.

rightfuture
Mar 06, 2013, 06:30 PM
I can also be said to be very active with the contributions. :mischief:
That reminds me...