glider1
Deity
A better map of the real earth which shows the deserts a bit better, in case anyone is interested.
cheers.
cheers.
I didn't notice any errors in the PythonErr.log file in Vanilla.
I did notice this in PythonDbg.log:
Code:No room at all found for BONUS_DRAMA!!! No room at all found for BONUS_MUSIC!!! No room at all found for BONUS_MOVIES!!!
That doesn't quite seem right, but I would like to have a map with bonus movies on it.
Well I tried doing 160 and 81 before, which should have been just as effective, but I don't believe that actually did anything. I do have several versions though, so it is possible I didn't have the right combination of changes. I'll check and see if this works.
EDIT: Hooray, it works. Thanks for your help.
2. The terrain is too good. Too much grassland, but primarily too many hills. My GP Farms have 3-4 hills, every other city has like 8, its ridiculous, there are simply hills everywhere. All my cities become production powerhouses without even really trying. Depending on my economy I either mine all hills and farm all the rest (inevitably grassland river), or mine all the hills and farm/cottage the rest (inevitably grassland river). It's as if you've lowered the build times of everything, it seems a bit unbalancing. I think things would be improved by cutting back on the hills and increasing the plains.
Regardless, I love the map as is, just offering some constructive criticism.
I love this map. I used to play mostly fractal or shuffle with random ai, random personality, unrestricted whatever, random climate, random water level (large map, epic speed, ancient era), because, well, I like things random! But the terrain has always been kinda lame with random peaks and hills and desert and plains. I found this map and it is just awesome fun. The maps look great, and things are nicely randomized. I also enjoy the clumping of resources.
I have two comments however:
1. I can't see the damn tribal huts. The first few times I played the map I thought you had disabled huts because I never saw any. It wasn't until I randomed a civ that started with a scout (I never build those guys) that outlined a regular looking forest plot with a blue circle that I realized the huts are there, I just can't see them. In normal maps huts in forests are much more visible because the forests have receded on the tile around the hut to make it more visible. In your map the forest is right on top of the hut and I now have to explore with the map incredibly zoomed in to see them. Plus your map is covered in forests and jungles so almost all huts are covered. Is there any way to make them more visible a la normal maps?
2. The terrain is too good. Too much grassland, but primarily too many hills. My GP Farms have 3-4 hills, every other city has like 8, its ridiculous, there are simply hills everywhere. All my cities become production powerhouses without even really trying. Depending on my economy I either mine all hills and farm all the rest (inevitably grassland river), or mine all the hills and farm/cottage the rest (inevitably grassland river). It's as if you've lowered the build times of everything, it seems a bit unbalancing. I think things would be improved by cutting back on the hills and increasing the plains.
Regardless, I love the map as is, just offering some constructive criticism.
There's something like that already, here - if you use this, it should work with any map, including PerfectWorld, I think.Could you have a realistic nationality proximity option - ie have all european civs start nearby, all american civs start nearby, all asian and middle eastern and african start near to their real life neighbours?
Thanks for the compliments, and...
For issue one, I have only seen this problem when I use the 'regenerate map' button. Sometimes bonuses and goody huts for some reason don't have the proper z values, and can end up under a hill or something. I don't really know why. One thing that should fix it is to save and reload the game. I don't have this problem when starting fresh.
For issue two, there are many tuning variables at the beginning the script that are well commented. You might want to play with those a bit and tone down the hills and grassland. Usually mess with these every new publish, and I'll keep your observations in mind. I do like alot of hills mainly because they look good. Balance, shmalance.
for your goody huts issue, go into the art files for terrain improvements i think (it's one of the generic art files) and in the entry for goody huts (as well as every building) you'll see a <size> or <scale> tag, make that number bigger to enlarge the huts on the map.
That might be luck of the draw. While there do seem to be more hills that usual, they also clump more, so my experience is that I'll have dry steppes with little to no food resources, and mostly plains for the flatland, but large swathes of coastal grassland with few to no hills. Again, just the maps I've seen/played on. Apparently it works differently for you.2. The terrain is too good. Too much grassland, but primarily too many hills. My GP Farms have 3-4 hills, every other city has like 8, its ridiculous, there are simply hills everywhere. All my cities become production powerhouses without even really trying. Depending on my economy I either mine all hills and farm all the rest (inevitably grassland river), or mine all the hills and farm/cottage the rest (inevitably grassland river). It's as if you've lowered the build times of everything, it seems a bit unbalancing. I think things would be improved by cutting back on the hills and increasing the plains.
Regardless, I love the map as is, just offering some constructive criticism.
Cephalo, Can you make a option that forces Panageas (maybe by placing continents closer together, and linking them with an island archipelago, as a failsafe)? I prefer them sometimes. Thanks
If you allow pangaea, does it still launch a meteor shower?
If you allow pangaeas, and then turn up the land percent a few notches, you are almost sure to get a pangaea. It's kinda hard to control really.
def getCustomMapOptionName(argsList):
"""
Returns name of specified option
argsList[0] is Option ID (int)
Return a Unicode string
"""
optionID = argsList[0]
if optionID == 0:
return "New World Rules"
elif optionID == 1:
return "Pangaea Rules"
elif optionID == 2:
return "Wrap Option"
Cephalo, is there a bug in the python of the current version then? The climate and sea level options are there, but greyed out.
I looked in the Python, and it looks like Climate and Sealevel options are left out also.