what script should we run for now? New world on huge is still small?
You can use any of the scripts that have been posted on the Col forums. A_New_World is the one I do my testing with and haven't branched out to others much yet. Thonnas posted a link to a Faireweather script (I couldn't find it again though) that worked pretty good. As mentioned above there are still issues with starting plots sometimes so I will have to completely rework the code at some point.
I looked into this and learned that neither A_New_World or Faireweather helps here. The reason is that map size is controlled elsewhere. More specifically it is defined in:
Assets/XML/GameInfo/CIV4WorldInfo.xml
and the extra text strings used for adding more map sizes are in:
Assets/XML/Text/CIV4GameTextInfos_Objects_Original.xml
(last file not currently present in Medeval Conquest yet. You will have to copy the standard one from the game itself)
I did a test run where I added a new map size, which I set to 150x150. I tried to sail a ship to each end and it took 38 turns to go from far right to far left. Since it had 3 movement points left it means it travelled (4*37)+1. Adding the tile it started from it ends up as 150 tiles.... yeah it worked
I wouldn't recommend this size though. The huge number of tiles is a drain on the CPU. Speed is nowhere near unplayable though.
Now the real question is how many map sizes to add and how big they should be. This would need some testing so I'm willing to make write a whole lot of new map sizes and post the files here. You guys just need to say which map sizes I should add. I think adding 2-3 would be right, but to find the right sizes for those I can add 20 or so to a test setup. Then people can post which they think are good and which ones aren't.
For the record, map sizes are currently:
- 22x36 tiny
- 26x42 small
- 30x48 standard
- 34x54 large
- 38x60 huge
The game also offers the ability to set the number of players and natives for each map size. I haven't tried adding more though. Maybe huge uses a hardcoded max. (8 players and 8 natives). Super huge maps with even more natives could be interesting.
I will not take full credit for this find though. I looked in the files in "Dawn of a new era 2" because that one has extra map sizes. I will however take credit for figuring out how they did it and which files to edit in order to add it to Medieval Conquest.
Also I found my share of bugs, which I would like to mention.
Food
- When a new page appears, the game sets luxury food to 0. It should substract 200. It sucks to unload 100 luxury food only to realize you just spent 280 on a single page.
- Granary doesn't seem to leave food behind like it says it should.
- Canals adds food production, but doesn't lower the food needed for a new unit.
Unable to build following buildings
- Courthouse
- Markedplace
- Thinker's workshop (already mentioned)
Technology
- Finding the technology, which is already being researched will not open the window to select a new technology to research. This means all research is wasted until the player manually open the technology window and selects a new technology.
- Once I found Medieval Construction while researching it. Not only did it trigger the previous bug, it also made me unable to ever build canals in that game.
Marked fair
- Unable to buy scouts. They show up as immigrants only.
Production
- When a butcher produces nothing due to lack of salt, he still removes cattle.
Winning conditions
- The game lasts 300 turns even when time is disabled as winning condition in custom games.
I say this mod is the best one. However being annoyed by all those bugs all the time is no fun. In fact I find it so important that I searched the source code to see if I can do anything about it and it turns out that I can.
In file CvCity.cpp void CvCity::doGrowth() is buggy.
Line 7019 says: setYieldStored(YIELD_GRAIN, 0);
It always sets YIELD_GRAIN to 0 when growing instead of subtracting 200.
I wouldn't mind digging more into this issue and possibly solving it, but.... you posted the code for version 1.1 (which likely explains why food and luxury food appears to be a bit mixed up in variable naming/possible bugs). Even if I fix it in those files, the fix will still be outdated. Would you mind posting newer code?
If you do then I will set up a compiler to compile for Colonization and try to solve this issue and maybe others issues after this one.