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#1 |
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nobody
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Map for Rise of Asia
This is the map I created for the Rise of Asia mod (which is still in development). That thread includes extensive discussion about the geographical limits and features of the map. Thanks to Sword_of_Geddon & Shirou for letting me be part of the team; and to Ogedei and 7Ronin for their especially valuable input to its creation.
Because the development of the mod has been inactive for some time, I decided to make the map available for the community at large. Feel free to adapt it to your own uses. One feature of the map is the use of LM Hills for passes through impassable Mountains. The zip therefor includes the necessary graphics, which were adapted from those in Rhye's of Civilization. The map has no resources placed. Map for Rise of Asia The screenshot is from the editor; you may notice yellow diamonds to indicate LM terrain, these do not appear in game. Thumbnail
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... in every game and con there's always an opponent, and there's always a victim. The trick is to know when you're the latter, so you can become the former. - G. Ritchie
The Many Worlds of Steampunk : Dark Continent Last edited by Blue Monkey; Feb 28, 2007 at 01:36 PM. |
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#2 |
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A Quantum Waffle
Join Date: Aug 2007
Location: tunneling through your atoms
Posts: 1,474
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THANK YOU SO MUCH!!! This is exactly what i need for my Modern China Mod.
edit: wow, my stupid bump actually helped the thread.
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"In the beginning there was nothing, which exploded." -Terry Pratchett --- "Physics is to math what sex is to masturbation." -Richard Feynman --- "I was good at math. I was good at physics. Then a cat lived and died at the same time. God laughs at me."
Last edited by Meteor Man; Oct 02, 2010 at 02:35 PM. |
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#3 |
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nobody
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And thank you for haunting the dusty catacombs.
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... in every game and con there's always an opponent, and there's always a victim. The trick is to know when you're the latter, so you can become the former. - G. Ritchie
The Many Worlds of Steampunk : Dark Continent |
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#4 |
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Wandering Woodsman
Join Date: Apr 2003
Location: Alberta über alles ;)
Posts: 4,019
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Wow, I had no idea this map existed. It looks really good (so the necromancy wasn't all fer nuthin').
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"Seeking self, I find nothing but myself, but in this I drink the cup of gall I really am." -- William Desmond ----- "I'm not a fan of censoring history." -- gorn |
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#5 |
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nobody
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Thanks. It was my first contribution here & I'm glad others appreciate it.
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... in every game and con there's always an opponent, and there's always a victim. The trick is to know when you're the latter, so you can become the former. - G. Ritchie
The Many Worlds of Steampunk : Dark Continent |
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#6 |
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A Quantum Waffle
Join Date: Aug 2007
Location: tunneling through your atoms
Posts: 1,474
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OKAY, yeah maybe I am posting on a dead thread, but I couldn't help congratulating you on your work.
__________________
"In the beginning there was nothing, which exploded." -Terry Pratchett --- "Physics is to math what sex is to masturbation." -Richard Feynman --- "I was good at math. I was good at physics. Then a cat lived and died at the same time. God laughs at me."
Last edited by Meteor Man; Oct 02, 2010 at 02:36 PM. |
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#7 | |
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nobody
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Quote:
__________________
... in every game and con there's always an opponent, and there's always a victim. The trick is to know when you're the latter, so you can become the former. - G. Ritchie
The Many Worlds of Steampunk : Dark Continent |
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#8 |
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Deity
Join Date: Jul 2005
Location: Brew City
Posts: 3,692
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Very interesting size 143 x 103. Excellent detail also you must have taken some time making that.
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Visit Storm Over Civ AIGA member And the might of the Gentile, unsmote by the sword, Hath melted like snow in the glance of the Lord! |
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#9 | |
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nobody
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Quote:
It took 10 months -could have taken less if I wasn't such a nit-picker. Thanks for the "details" comment: There are some treats - the hidden passes in the Himalayas & things like single tile flood plains in the northern wastes to represent prominent lakes too small for graphics. Exploration pays off on this map. If we ever get some "bamboo" LM terrain I'll rework the forest/jungle & post an update.
__________________
... in every game and con there's always an opponent, and there's always a victim. The trick is to know when you're the latter, so you can become the former. - G. Ritchie
The Many Worlds of Steampunk : Dark Continent |
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#10 |
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Deity
Join Date: Jul 2006
Location: Chicago area in Illinois
Posts: 2,362
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Greetings, Blue Monkey. Thanks for the map. I will see what I can do about putting resources in the correct locations, and then sending it back to you for your review. I finally have my Windows box up and running for game editing, as otherwise I am on Macs, with no editor for Conquests or Play the World.
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#11 | |
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nobody
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Quote:
__________________
... in every game and con there's always an opponent, and there's always a victim. The trick is to know when you're the latter, so you can become the former. - G. Ritchie
The Many Worlds of Steampunk : Dark Continent |
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#12 |
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Deity
Join Date: Jul 2006
Location: Chicago area in Illinois
Posts: 2,362
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Variable Resource Yields
Greetings, Blue Monkey. Would you have any problem with variable resource yields, similar to the Test of Time scenario? That does assume that I can get them to work right. I like the ToT resource list, but not sure that I can adapt it to the map. In reality, the Chinese should have pigs in addition to cattle, and obviously rice over wheat in South China. The Asians have also been using fish ponds for a long time, and I need to figure out how to reflect that. Fish pond yields in terms of protein are far superior to cattle, but do require plenty of water. I will start out with the basic resource list, and then see how creative I can get.
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#13 | |
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nobody
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Quote:
Edit: For the fish ponds - make a "carp" or "tilapia" resource. Place it only beside fresh water. Then let cities build ponds only as long as the resource is "within city radius". R8XFT has several buildings set up in a similar fashion in AD Classic.
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... in every game and con there's always an opponent, and there's always a victim. The trick is to know when you're the latter, so you can become the former. - G. Ritchie
The Many Worlds of Steampunk : Dark Continent |
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#14 | |
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Deity
Join Date: Jul 2006
Location: Chicago area in Illinois
Posts: 2,362
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Quote:
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#15 |
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The Great Dictator
Join Date: Jul 2004
Location: Skaville UK Reputation: 1
Posts: 8,672
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I'd still be happy to get such a project rolling again, although I myself am a little (well, very) short on time these days. I think we had some great ideas in RoA, such as location-specific resources, and the such. (Coincidently, I was playing around with this map the other day, adding in the civs from RoA in their correct locations, although I progressed no further than that)
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#16 | |
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nobody
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Quote:
__________________
... in every game and con there's always an opponent, and there's always a victim. The trick is to know when you're the latter, so you can become the former. - G. Ritchie
The Many Worlds of Steampunk : Dark Continent |
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#17 |
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Deity
Join Date: Jul 2006
Location: Chicago area in Illinois
Posts: 2,362
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I think that I have the fish ponds figured out, with them set to kick in with the Engineering advance. I have a test map set up, and will let you know the results. If it works, I will post how to do it to the main customization forum.
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#18 |
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nobody
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Looking forward to it.
__________________
... in every game and con there's always an opponent, and there's always a victim. The trick is to know when you're the latter, so you can become the former. - G. Ritchie
The Many Worlds of Steampunk : Dark Continent |
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#19 |
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Deity
Join Date: Jul 2006
Location: Chicago area in Illinois
Posts: 2,362
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Partial Success
My attempt at fish ponds partially worked. The "pond fish" resource added properly, and the Engineering trigger for it worked as well. The fish show up in the marsh as intended. However, although I had the underlying terrain set to COAST, when the workers cleared wetlands, I had GRASSLAND instead of COAST. Need to work on it more. The fish looked weird on the grass, but okay in the marsh. The option right now looks to be manually putting in COAST tiles along the rivers, which has major effects on the map, as simply adding the pond fish resource to the marsh hexes in China, and letting the trigger of Engineering or Construction activate them. Having the river as a separate type of terrain hex would help a lot.
I have been going through the forums, looking at terraforming, and it looks like in Civ2 you could get to coast from a marsh, and oddly enough, the effects of pollution on a MARSH are to convert it to COAST. I am not sure if there is a way that I could do that through workers though. How is the other individual who is trying this making out? |
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#20 |
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nobody
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Coast is one of the three "water" terrains, along with Sea and Ocean. I'd ask in the main forum if the underlying terrain for marsh is fixed. If it is changeable, you might try changing it to Flood Plain.
__________________
... in every game and con there's always an opponent, and there's always a victim. The trick is to know when you're the latter, so you can become the former. - G. Ritchie
The Many Worlds of Steampunk : Dark Continent |
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