Refar
Deity
- Joined
- Apr 10, 2005
- Messages
- 4,608
This is a Suffle-script, that will actually choose at random from a list of different map scripts. This way we can expect good results, by choosing which scripts to include in the list, but without knowing for sure what the map will look like.
Scripts Included are:
Archipelago, Fractal, Pangaea, Hemispheres, Big&Small, Medium&Small and Terra.
I wrote none of the included scripts - i only did some tweaking and provided the 'shell'.
In addition to the shuffling i also made various tweaks to the included maps to increase diversity, credibility and playability of the scripts. This includes variations of size and location of landmasses, additional island regions, custom rules for starting plots, preventing peaks from bisecting land and some other map specific tweaks.
The Terrain Generator is adjusted to produce rather coherent desert regions but having less deser in total. I also pushed the polar snow limits a little bit, to reduce the amount of useless tiles. For Ressources and Features the default method is used.
No changes to the Placement of features, goodies and ressources have been made.
It is possible to set different Start Plot rules for Human Players. Like requesting the Human Player to start near coast (I hate starting a game as Viknigs to find out, that the next see is 2 opponents away...). This does Not affect the overall quality of the spot (Ressources nearbye etc.).
While it is possibly to control the probability of choosing different scripts or remove scripts from the rotation, there is no easy way to add a new script. A map always needs to be edited to be compartible with RandomScriptMap. I included a explanation of what has to be done, but it might be more or less difficult with different maps.
NOTE: The games original scripts will be not overwritten nor changed. I copied/subclassed them for use with the script.
Current Version is 1.25 from 18.03.2008
Merged into a single file.
This is the same version, that came with BTS patch 3.17.
You do not need these files, if you have the patch.
NOTE on Installation:
RandomScriptMap.py -> PublicMaps.
If upgrading from a earlier version, which came as 2 files, please remove both old files first.
NOTE on Customizing Map Rotation
You can exclude up to 3 Maps from menu when generating a custom world. If this is not enought or you wish to remove something permanently, open RandomScriptMap.py with Notepad. The header contains some constants the Player might want to change (and the explanations needed). I.e. the weights (probabilities) of different maps. Weight 0 is allowed and meant the map will be never chosen. It is also possible too choose explicitely, what map to play. This kind of defies the purpose of the script, but might still be useful at times.
And finally, if you enable logging, some information about the created map will be written in the PythonDBG.log.
Get it from the download database
Here's is a sample. All maps produced in sequence with ver. 1.0 and without any changes to the scripts default settings.
![](http://forums.civfanatics.com/downloads/maps_L97.jpg)
Scripts Included are:
Archipelago, Fractal, Pangaea, Hemispheres, Big&Small, Medium&Small and Terra.
I wrote none of the included scripts - i only did some tweaking and provided the 'shell'.
In addition to the shuffling i also made various tweaks to the included maps to increase diversity, credibility and playability of the scripts. This includes variations of size and location of landmasses, additional island regions, custom rules for starting plots, preventing peaks from bisecting land and some other map specific tweaks.
The Terrain Generator is adjusted to produce rather coherent desert regions but having less deser in total. I also pushed the polar snow limits a little bit, to reduce the amount of useless tiles. For Ressources and Features the default method is used.
No changes to the Placement of features, goodies and ressources have been made.
It is possible to set different Start Plot rules for Human Players. Like requesting the Human Player to start near coast (I hate starting a game as Viknigs to find out, that the next see is 2 opponents away...). This does Not affect the overall quality of the spot (Ressources nearbye etc.).
While it is possibly to control the probability of choosing different scripts or remove scripts from the rotation, there is no easy way to add a new script. A map always needs to be edited to be compartible with RandomScriptMap. I included a explanation of what has to be done, but it might be more or less difficult with different maps.
NOTE: The games original scripts will be not overwritten nor changed. I copied/subclassed them for use with the script.
Current Version is 1.25 from 18.03.2008
Merged into a single file.
This is the same version, that came with BTS patch 3.17.
You do not need these files, if you have the patch.
NOTE on Installation:
RandomScriptMap.py -> PublicMaps.
If upgrading from a earlier version, which came as 2 files, please remove both old files first.
NOTE on Customizing Map Rotation
You can exclude up to 3 Maps from menu when generating a custom world. If this is not enought or you wish to remove something permanently, open RandomScriptMap.py with Notepad. The header contains some constants the Player might want to change (and the explanations needed). I.e. the weights (probabilities) of different maps. Weight 0 is allowed and meant the map will be never chosen. It is also possible too choose explicitely, what map to play. This kind of defies the purpose of the script, but might still be useful at times.
And finally, if you enable logging, some information about the created map will be written in the PythonDBG.log.
Get it from the download database
Here's is a sample. All maps produced in sequence with ver. 1.0 and without any changes to the scripts default settings.
![](http://forums.civfanatics.com/downloads/maps_L97.jpg)