matthewv
Emperor
Okay, I am going to do a total revamp of the moon map script and we need to figure out exactly what our maps will look like, what types of terrain we will have and what types of feature.
Edit:
Here is a patch to SotM024B including the new mapscipt. Just unzip into the mods folder(you must have SotM024B already in the mods folder):
http://forums.civfanatics.com/uploads/50491/SotM024B.zip
Note: You no longer need to place the moon_map.py file in your public maps folder. (Thanks to Ellestar for figuring this out)
I know there are some related threads about these subjects but I decided to make a thread the brings all these ideas together since they are all involved in making a map script and It will make it easier for me to make sure I incorporate everything we want into the map script.
Here are a couple of things I have seen in the other threads that you guys mentioned what you wanted changed: (I know I probably missed plenty so please let me know what they are and if you have any new Ideas. I will try to keep this list up to date.)
-hills added back into the map.(how do you want this done and what type of terrain do you want on these hills?)
-fix the dust seas(do we want to keep the same ideas we had originally in that they are to act as a replacement for water?) Dust seas to be removed
-larger creators(what percentages should we see of each size of crater on the map?)
-craters as a feature(do they replace the crater rim terrain type if added)
-nerf He3(what do we want to do with He3? Do we want to keep it implemented as it is now?)
-polar ice(what do we want to change from the way it is implemented now)
Here is the list of terrain, features and resourses we want on the map what they will produce(I will keep this list up to date):
Terrain: Type(Food production/Hammer Production/Gold Production,Comments)
-Peaks(0/0/0, inpassible(sp?))
-Crater rim(0/1/1, 2 movement cost, +25% defence, sizes 2x2 or 3x3(maybe if I can get it to display properly))
-Maria(0/0/1, flatlands)
-Terrae(0/1/0, hills, 1 movement cost, +25% defence)
-Polar(1/0/0,rare, above 80 degrees, surrounded by peaks or terrae, 4 squares max size)
-cratered(0/1/0,always coupled with craters or crater feature)
-Rilles(0/0/-1, forms in a meandering line, bridges may be built across them when a certain tech is researched, impassible to wheeled/tracked units till a bridge is built)
Features: Type(Food production/Hammer Production/Gold Production,Comments)
-Craters(0/0/0, on crater terrain, 1 movement cost, +10% defence)
-Crater(0/1/0, on crater terrain, 2 movement cost, +25% defence)
-Ejecta(0/0/0, on crater, maria, terrae or polar terrain, 2 movement cost, +25% defence, near craters or crater rim)
-Domes(0/1/0, on maria or polar terrain, 1 movement cost, +10% defence)
-Crater rim(0/1/1, on crater rim terrain, 2 movement cost, +25% defence, size 2x2, added as feature for 3d graphics)
Resources: Type(Food production/Hammer Production/Gold Production,Comments)
-He3(0/0/1, 1 by each start location)
(..to be updated later..)
Let me now what types over options you want for the map when you start up a new game.(such as size of dust sea and number of mountains)
Map Options: Default Option in Italics (I will keep this list up to date)
-the rilles/domes/cratered feature appearance on the surface , with a choice for 2 out of 3 features every time.
-Size of Rilles (Small/Medium/Large)
-Peak Pattern (Scattered/Ridgelines/Clustered)
-Peak Density (Dense/Normal/Thin)
-Dust Sea Setting (Off/Small/Medium/Large)
-Dust Sea Size (Small/Medium/Large)
-Terrae Density (Low/Meduim/High)
-Crater Rim Density (Dense/Normal/Thin)
-Maria (Scattered/Clusted on one side)
Pics from here: NASA Apollo over the moon (I have plenty more good ones but I am only allowed to have 5 per post)
Edit:
Here is a patch to SotM024B including the new mapscipt. Just unzip into the mods folder(you must have SotM024B already in the mods folder):
http://forums.civfanatics.com/uploads/50491/SotM024B.zip
Note: You no longer need to place the moon_map.py file in your public maps folder. (Thanks to Ellestar for figuring this out)
I know there are some related threads about these subjects but I decided to make a thread the brings all these ideas together since they are all involved in making a map script and It will make it easier for me to make sure I incorporate everything we want into the map script.
Here are a couple of things I have seen in the other threads that you guys mentioned what you wanted changed: (I know I probably missed plenty so please let me know what they are and if you have any new Ideas. I will try to keep this list up to date.)
-hills added back into the map.(how do you want this done and what type of terrain do you want on these hills?)
-fix the dust seas(do we want to keep the same ideas we had originally in that they are to act as a replacement for water?) Dust seas to be removed
-larger creators(what percentages should we see of each size of crater on the map?)
-craters as a feature(do they replace the crater rim terrain type if added)
-nerf He3(what do we want to do with He3? Do we want to keep it implemented as it is now?)
-polar ice(what do we want to change from the way it is implemented now)
Here is the list of terrain, features and resourses we want on the map what they will produce(I will keep this list up to date):
Terrain: Type(Food production/Hammer Production/Gold Production,Comments)
-Peaks(0/0/0, inpassible(sp?))
-Crater rim(0/1/1, 2 movement cost, +25% defence, sizes 2x2 or 3x3(maybe if I can get it to display properly))
-Maria(0/0/1, flatlands)
-Terrae(0/1/0, hills, 1 movement cost, +25% defence)
-Polar(1/0/0,rare, above 80 degrees, surrounded by peaks or terrae, 4 squares max size)
-cratered(0/1/0,always coupled with craters or crater feature)
-Rilles(0/0/-1, forms in a meandering line, bridges may be built across them when a certain tech is researched, impassible to wheeled/tracked units till a bridge is built)
Features: Type(Food production/Hammer Production/Gold Production,Comments)
-Craters(0/0/0, on crater terrain, 1 movement cost, +10% defence)
-Crater(0/1/0, on crater terrain, 2 movement cost, +25% defence)
-Ejecta(0/0/0, on crater, maria, terrae or polar terrain, 2 movement cost, +25% defence, near craters or crater rim)
-Domes(0/1/0, on maria or polar terrain, 1 movement cost, +10% defence)
-Crater rim(0/1/1, on crater rim terrain, 2 movement cost, +25% defence, size 2x2, added as feature for 3d graphics)
Resources: Type(Food production/Hammer Production/Gold Production,Comments)
-He3(0/0/1, 1 by each start location)
(..to be updated later..)
Let me now what types over options you want for the map when you start up a new game.(such as size of dust sea and number of mountains)
Map Options: Default Option in Italics (I will keep this list up to date)
-the rilles/domes/cratered feature appearance on the surface , with a choice for 2 out of 3 features every time.
- Rilles/domes combo (huge impacts option, lots of maria)
- Rilles/cratered combo (tectonic option, standard distribution between maria and terrae)
- Cratered/domes combo (small impacts, favors terrae over maria)
- Rilles/Cratered/domes combo (similar to current moon)
-Size of Rilles (Small/Medium/Large)
-Peak Pattern (Scattered/Ridgelines/Clustered)
-Peak Density (Dense/Normal/Thin)
-Dust Sea Setting (Off/Small/Medium/Large)
-Dust Sea Size (Small/Medium/Large)
-Terrae Density (Low/Meduim/High)
-Crater Rim Density (Dense/Normal/Thin)
-Maria (Scattered/Clusted on one side)
Pics from here: NASA Apollo over the moon (I have plenty more good ones but I am only allowed to have 5 per post)