You can do this a couple of ways, depending on what you want for results.The only thing that sometimes bothers me is the propensity for most continents to have a large desert area in the center. I like the tactical and strategic impact it has on the game, but I wouldn't mind seeing it occasionally replaced with a massive plains area (ala the Great Plains in the US) or vast jungle (ala the Amazon). These would still have a similar impact on strategy, but it would also add a little more variety to the maps generated.
The mapscript does not appear as a map option for "PLAY NOW!" games. When I use this mapscript for a custom game, there are no "New World Rules" or "Pangea Rules" options (no such drop-down menus at all). The map takes an unusually long time to generate (five about minutes for a standard-sized map, compared to about one minute with pangea). The result is world filled with one terrain type (no oceans or coasts, but with a few one-tile lakes), with a disk of trees centered around each player's starting location. Many resources do not appear on the map at all (absent from the particular iteration I'm looking at now: Aluminium, Banana, Coal, Deer, Dye, Fur, Gems, Gold, Incense, Ivory, Marble, Oil, Pig, Rice, Silk, Silver, Spices, Stone, Sugar, Wheat, Wine, and of course all the water-based resources). I don't care about whether the mapscript can be used with "PLAY NOW!" (I only tried that to see if the missing options could be accessed in that mode), and I'm happy to wait five minutes for a good map, but what comes out is unplayable.
I downloaded PerfectWorld2.zip and extracted PerfectWorld2.py. I put PerfectWorld2.py in [path to Civ4]\Beyond the Sword\PublicMaps. When I got these odd results I then tried moving it to [path to Civ4]\PublicMaps, with the same results. I have Civ4 Gold+BtS, patched to v3.19; OS is Vista Home Basic. Other mapscripts do not have this problem. Where did I go wrong?
Thanks for the assistance. The closest thing I have to random.py is RandomScriptMap.py. To be sure, I emptied both \PublicMaps folders of everything except PerfectWorld2.py and tried again. The result was the same.
Awesome map script, you deserve a huge round of thanks. It produces absolutely beautiful and yet very playable maps. Good job!
Only complaint I have is that you need to tweak the starting location resource distribution a bit better. I generated a few maps and checked them out in world builder, and sometimes I found a single unirrigated Wheat resource (nothing else at all in BFC, not even many forests), while one time I got 3 Fish, 1 Clam, 1 Pig, 1 Rice, and 1 Gem. I'm not complaining so much about the times when it gives a large number of resources, but ideally it should not be giving 1 single resource for any start. If you could code in something that would ensure a minimum of 2-3 resources per start, that'd be fine.
Apart from that one small issue though, this map script is brilliant. Once again, massive thanks for creating this!
sPlot.setImprovementType(gc.getInfoTypeForString("NO_IMPROVEMENT"))
sPlot.setImprovementType(-1)
Trying to track the cause of an assert failure in my debug dll, I was surprised to find it was caused by this map script.
This line of code shouldn't be used.
If you need to remove all improvements from a plot, please use this instead:Code:sPlot.setImprovementType(gc.getInfoTypeForString("NO_IMPROVEMENT"))
This is more proper, and you wol't be telling the dll to get an attribute of a NONE type object.Code:sPlot.setImprovementType(-1)
Try setting self.hmMaxGrain to 8 or 4 and let me know if you like that better.
#Size of largest map increment to begin midpoint displacement. Must
#be a power of 2.
# self.hmMaxGrain = 16
self.hmMaxGrain = 4
Hi
Is this Map compatible with MODs? "Base 1.6"
Or i must change something ...
But there are new resources ...
Is this Multiplayer compatible ... but in 2008 it wasnt.
Thx