Random Map Option Mod

Adam7Eight

Emperor
Joined
Jun 19, 2002
Messages
1,262
Location
Wisconsin, USA
UPDATE 01-08-06: v3 file is no longer available. The new v5-Final file has been posted in the maps forums and I'd appreciate that all further discussion be placed there. It can be found here:

http://forums.civfanatics.com/showthread.php?p=3549525#post3549525




I have finally finished creating a map script that will give us an option for true random maps similar to that in Civ3. The goal was to produce random maps based off of Pangaea, Continent, and Archipelago maps styles only. For the most part I have achieved this. IMO, the default Tilted_Axis map script did not provide exactly what I and many others have been looking for.

These are the last 15 maps I had produced in order:

randommaps.jpg


I hope this is what you guys have been looking for and I hope you enjoy it. Please leave me some feedback in this thread, especially if you do run across any problems.
 
Ahhh, I knew someone else made one similar to this. I just couldn't remember who, or where the thread was. :) I tried to base mine off the Tilted_Axis map as little as possible. The only thing I used from it were some grain sizes.

I'm enjoying your HoF screen though. :goodjob:
 
>I just couldn't remember who, or where the thread was.

Hehee... I'm pretty forgettable, really... :) I had originally created the thread in the "Maps" section, but the mods moved it, I guess...

>I'm enjoying your HoF screen though.

Hey, thanks!!
 
Hi, thanks for making this mod. I've been looking for this option for a while.

I downloaded it and was extracting it to my docs, but it asked me if I wanted to replace Civ4GameText_misc1.xml

I was wondering if you had documented your changes in this file at all, as I use a modded domestic advisor to ease the governing of my large empires, and that mod uses it also.

If you did modify your changes I just didn't notice them in there, (its a pretty large file to look through). I was wondering if you could put a comment in there at the bottom of the file with your name and mod and then add your changes at the bottom like the other fellow did. This would make combining mods much easier that share the same XML file.

Thanks again for the wonderful mod, going to try it out now!
 
Bezurn said:
Hi, thanks for making this mod. I've been looking for this option for a while.

I downloaded it and was extracting it to my docs, but it asked me if I wanted to replace Civ4GameText_misc1.xml

I was wondering if you had documented your changes in this file at all, as I use a modded domestic advisor to ease the governing of my large empires, and that mod uses it also.

If you did modify your changes I just didn't notice them in there, (its a pretty large file to look through). I was wondering if you could put a comment in there at the bottom of the file with your name and mod and then add your changes at the bottom like the other fellow did. This would make combining mods much easier that share the same XML file.

Thanks again for the wonderful mod, going to try it out now!

All I did was add this:

Code:
<TEXT>
		<Tag>TXT_KEY_MAP_SCRIPT_PANGAEA</Tag>
		<English>Pangaea</English>
	</TEXT>

I'm going to upload a new file that doesn't include the "Civ4GameText_misc1.xml" file. This will eliminate any future problems and confusion with mod-combining like you're having, especially since this text file really isn't necessary and is for nothing other than making the text look good on the setup screen.

:)

EDIT: First post has been changed and the new file is now up.
 
does this mod incorporate all mapscripts or does it use every mapscript you have loaded? Said differently: Does this mod support custom additions as seen here?
 
ghen said:
does this mod incorporate all mapscripts or does it use every mapscript you have loaded? Said differently: Does this mod support custom additions as seen here?

As of now, it does not. With this you're going to get classic Pangaea, Continent, or Archipelago maps (ala Civ3) and that's it. No terra's, inlands, highlands, lakes, plains or anything in between (at least I hope not :p ). This was only made for my own personal preference, but because it worked well I uploaded it. I have no desire for any other types of maps (yet). ;)
 
Gotcha.

I'm using it now, it made a stringy continent map with high sealevel in two giant non-connected seas. Its a really wierd map, which is perfect ;)
 
I've come across one like that. I also had one where one side of the map had one huge continent and the other side was a bunch of small islands. It was like a Pangaea and Archipelago map rolled into one. It was really cool.
 
Couple of question: I just drop this into what folder exactly? I have to play a custom game or LOAD A MOD for this to work?

If I pick this mod and an incompatible map, will the game crash or just ignore your mod?

Have you built in the desert adjustment in the current file? And if so, will this aspect of your mod work for all map types?
 
Oh, this looks nice alright. Can someone give a comparison with Fallblau's script?
It doesn't create all-land maps, does it?

Hm, I want stringy continents in my Map Generator too. Have to think about how I'm going to do that...
 
Kolyana said:
Couple of question: I just drop this into what folder exactly?

The random.py file should go directly to your "C:\Documents and Settings\YourName\My Documents\My Games\Sid Meier's Civilization 4\PublicMaps" folder. For exact install instructions see the first post.

Kolyana said:
I have to play a custom game or LOAD A MOD for this to work?

This really isn't a mod. It's just an extra map script. To use it, you have to set it up as a Custom Game. It won't be selectable if you choose the "Play Now" option. Just select "Random" from the Map pull-down menu, adjust all your other options like normal and your set.

Kolyana said:
If I pick this mod and an incompatible map, will the game crash or just ignore your mod?

I'm not sure what you mean exactly. This is the map. You just don't know what type of map it's going to be until you play for a while. It should work with other modifications, unless of course those mods use a specific map themselves. Which of course they won't, unless you actually load a mod from the main menu.

Kolyana said:
Have you built in the desert adjustment in the current file? And if so, will this aspect of your mod work for all map types?

Yes. It has been adjusted. The latitudes and percentages will be the same no matter what type of map is generated.



Junuxx said:
It doesn't create all-land maps, does it?

No, it hasn't and it's not suppose to.

Junuxx said:
Hm, I want stringy continents in my Map Generator too. Have to think about how I'm going to do that...

They do occur once in a while with mine. If you want stringy maps you're going to have to play around with grain and rift flags.
 
Thanks Low ... I didn't know how maps worked, so some of my questions made no sense within the context of things, but I get it now :)
 
low said:
They do occur once in a while with mine. If you want stringy maps you're going to have to play around with grain and rift flags.

Er.., my generator doesn't exactly use grains and rifts, but I might try to simulate that. :)
 
Hey Low,

While the whole point of the Random map is to choose RANDOM landmass...anyway to clear up the nasty text that labels the Pangea option as something like "TXT_SCRIPT_PANGEA" as opposed to just Pangea like the other landmass options?
 
LordGek said:
Hey Low,

While the whole point of the Random map is to choose RANDOM landmass...anyway to clear up the nasty text that labels the Pangea option as something like "TXT_SCRIPT_PANGEA" as opposed to just Pangea like the other landmass options?

Yes and probably. :crazyeye:

What I mean is, I use to have a text file that went with it to fix that issue, but many people are using other modifications which use that same file. So, to avoid confusion and not make people have to combine the files on their own I thought it was best not to include it.

My 'probably' answer comes from modifying the script itself. I just have to figure it out the correct way. I will eventually fix it as I'm working on a new and improved map script as we speak.

I didn't think the ugly text would be a problem, since using any landmass type other than random defeats the whole purpose of using this script. ;)
 
low said:
I didn't think the ugly text would be a problem, since using any landmass type other than random defeats the whole purpose of using this script. ;)

Yeah, just being anal on my part. :sad:
 
Back
Top Bottom