![]() |
| General | Hosted Sites | CivRev | Colonization | Civilization IV | Civilization III | Civilization II | Civilization | Misc | Marketplace |
![]() |
|
|
Welcome to Civilization Fanatics' Center. You are currently viewing our site as a guest which gives you limited access to our site features. By joining our free community, you will be able to participate in the discussions, search the forum, send private messages, vote in polls, upload your own screenshots to the gallery, and access many other special features. Registration is fast, simple and absolutely free, so sign up today! If you have any problems with the registration process or your account login, please contact support. |
|
|||||||
![]() |
|
|
Thread Tools |
|
|
#1 |
|
Emperor
Join Date: Jul 2007
Location: Missouri, USA
Posts: 1,425
|
[MAPSCRIPT] FaireWeather.py for Colonization
This is a large map script for Colonization that simulates earth like plate tectonics and weather patterns caused by geostrophic and monsoon winds. It is similar to my PerfectWorld mapscript for Civ IV, but with a new climate engine that is both better and faster. The climate model uses four seasons of rainfall. During the northern summer, continental heating creates a northern low pressure zone that draws moisure into the continent from the ocean. In winter, or the southern summer, the same thing happens in the south. During spring and fall, the wind brings moisture from the ocean according to the prevailing, or geostrophic wind. The climate on a plot is determined by how much total rainfall it gets throughout the year. The cooler high altitude plots tend to cause more moisture in the air to fall as rain and depleting the moisture potential, creating rain shadows on the leeward side of a mountain range in a natural way.
There is an option to adjust the distance to Europe along the coast. The default is 4 tiles, with options for 3,6 and 8. There is also an option to change the land forms to choose large continents or smaller islands. To use this file, download it here from the downloads database and put it in your Colonization\PublicMaps folder. Also, this map is somewhat slower than the stock mapscripts and Col will become unresponsive during generation. Just give it a couple of minutes. Here are some screenshots of some 'huge' maps (50x100) Spoiler:
Here are some of huge maps with the 'More Islands' option Spoiler:
Here are some standard size maps (30x60) Spoiler:
Here are some standard Island maps Spoiler:
Here are some close ups, notice the rain shadow in the second picture. Spoiler:
Version history: 1.04 - Fixed a copy and paste bug that overwrote changes the land percent. Also, made separate filters for temperature and altitude filters. This allows some better definition to the mountain ranges. 1.03 - Fixed a problem with mountain ranges forming between the map content edge and the water band added to ensure distance to Europe. Fixed a problem where light forest was placed on a lake. 1.02 - Maps really were too large so I shrank them and made them taller than they are wide. Added an option for distance to Europe. Added a land forms option for more or less islands. 1.01 - Fix for multiplayer
__________________
Rich Marinaccio PerfectWorld.py Map script for Civ4/Warlords/BtS Creation.py Map script for Fall from Heaven 2 SpiralGalaxy.py Map script for Final Frontier Gross National Happiness Mod for BtS FaireWeather.py for Colonization Last edited by cephalo; Nov 02, 2008 at 11:48 AM. |
|
|
|
|
|
#2 |
|
Emperor
Join Date: Jul 2007
Location: Missouri, USA
Posts: 1,425
|
reserved for future
__________________
Rich Marinaccio PerfectWorld.py Map script for Civ4/Warlords/BtS Creation.py Map script for Fall from Heaven 2 SpiralGalaxy.py Map script for Final Frontier Gross National Happiness Mod for BtS FaireWeather.py for Colonization |
|
|
|
|
|
#3 |
|
Chieftain
Join Date: May 2008
Posts: 3
|
sounds interesting, gonna give it a try
|
|
|
|
|
|
#4 |
|
Warlord
Join Date: Apr 2006
Posts: 101
|
Very nice! I played 100 or so turns with it this evening, and I really like the map. I'm not smart enough to put my finger on the differences, but somehow the map just "feels" more realistic. Good work!
|
|
|
|
|
|
#5 |
|
Cleito's Storyteller
Join Date: Dec 2001
Location: Portugal
Posts: 1,191
|
Looks good, im going to try it
|
|
|
|
|
|
#6 |
|
Bard
![]() Join Date: Jun 2003
Location: Gallery
Posts: 15,034
|
Thanks cephalo!
|
|
|
|
|
|
#7 |
|
Chieftain
Join Date: Jun 2008
Location: Turku, Finland
Posts: 19
|
Veeery nice.
In fact, one of the worst things in Civ4Col are the appalling map scripts, which generate TOO random maps. This is exactly the thing it needs ![]() Many thanks! |
|
|
|
|
|
#8 |
|
Chieftain
Join Date: Oct 2008
Posts: 1
|
looks like loc1 maps
![]() great work |
|
|
|
|
|
#9 |
|
Chieftain
Join Date: Oct 2004
Posts: 8
|
doesn't work for multiplayer, gets OOS error every time. And yes both players have the file.
Last edited by danomite; Oct 01, 2008 at 08:38 PM. |
|
|
|
|
|
#10 |
|
Chieftain
Join Date: Sep 2008
Posts: 75
|
Wow, MUCH better.
It seems like there's a whole lot of food (fish/crab/corn) tiles though. |
|
|
|
|
|
#11 |
|
Emperor
Join Date: Jul 2007
Location: Missouri, USA
Posts: 1,425
|
Awe I forgot to add something, I'll try to fix that tonight.
__________________
Rich Marinaccio PerfectWorld.py Map script for Civ4/Warlords/BtS Creation.py Map script for Fall from Heaven 2 SpiralGalaxy.py Map script for Final Frontier Gross National Happiness Mod for BtS FaireWeather.py for Colonization |
|
|
|
|
|
#12 |
|
Emperor
Join Date: Jul 2007
Location: Missouri, USA
Posts: 1,425
|
Ok, I posted a new version that should work with multiplayer, let me know if you have any trouble.
__________________
Rich Marinaccio PerfectWorld.py Map script for Civ4/Warlords/BtS Creation.py Map script for Fall from Heaven 2 SpiralGalaxy.py Map script for Final Frontier Gross National Happiness Mod for BtS FaireWeather.py for Colonization |
|
|
|
|
|
#13 |
|
Chieftain
Join Date: Apr 2008
Posts: 13
|
Ok, these maps are great! When they say "large" it is absolutely huge.
I'm having a problem though during the WoI. The first wave of attacks come, and I kill them off, but after about 30 turns, still no second wave. This has never happened in the vanilla maps. I'm also running Dale's patch, so that might be the reason too. I'm wondering if the maps are soooo big that the REF can't find its way back ? I've attached the save for you to check. |
|
|
|
|
|
#14 | |
|
Emperor
Join Date: Jul 2007
Location: Missouri, USA
Posts: 1,425
|
Quote:
__________________
Rich Marinaccio PerfectWorld.py Map script for Civ4/Warlords/BtS Creation.py Map script for Fall from Heaven 2 SpiralGalaxy.py Map script for Final Frontier Gross National Happiness Mod for BtS FaireWeather.py for Colonization |
|
|
|
|
|
|
#15 |
|
Chieftain
Join Date: Sep 2008
Posts: 22
|
Those look very nice ceph, definite improvement off the stock generator
|
|
|
|
|
|
#16 |
|
Chieftain
Join Date: Feb 2007
Posts: 10
|
This script certainly puts Firaxis' original to shame.
|
|
|
|
|
|
#17 |
|
Chieftain
Join Date: Aug 2008
Posts: 33
|
Do you have anything like this for civ 4?
|
|
|
|
|
|
#18 |
|
Emperor
Join Date: Jul 2007
Location: Missouri, USA
Posts: 1,425
|
Check out the link in my sig for PerfectWorld. It's based on a similar although less refined climate system. That was my first map. I may replace that in the future with something based on this climate engine which is more versatile.
__________________
Rich Marinaccio PerfectWorld.py Map script for Civ4/Warlords/BtS Creation.py Map script for Fall from Heaven 2 SpiralGalaxy.py Map script for Final Frontier Gross National Happiness Mod for BtS FaireWeather.py for Colonization |
|
|
|
|
|
#19 |
|
Chieftain
Join Date: Aug 2008
Posts: 33
|
Thanks, it's great
|
|
|
|
|
|
#20 |
|
Ugh...
Join Date: Apr 2005
Posts: 4,520
|
I like the overall appearance of the maps.
But how can i remove/undo the increase in size of the maps ? I removed the getGridSize method, as i would do with Civ4, but it stopped working at all... (Generating all grassland map.) Edit.: For now hardcoded different numbers in the getGridSize method, and it works, but i would really prefer the script using the values as defined in the XML. Last edited by Refar; Oct 03, 2008 at 06:23 AM. |
|
|
|
![]() |
| Bookmarks |
|
| Thread Tools | |
|
|
Similar Threads
|
||||
| Thread | Thread Starter | Forum | Replies | Last Post |
| AoD2 with faireweather maps | Wheldrake | Civ4Col - Age of Discovery II | 6 | Feb 24, 2009 02:13 AM |
| [MapScript] LD_Mirror | LDeska | Civ4 - Map Scripts | 0 | Sep 24, 2008 02:52 AM |
| [MapScript] LD_Mirror_Infinity | LDeska | Civ4 - Map Scripts | 1 | Jul 18, 2007 01:06 PM |
| [MapScript] LD_Mirror_Remote_Continents | LDeska | Civ4 - Map Scripts | 3 | May 09, 2007 04:05 AM |