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#1 |
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Prince
Join Date: Oct 2001
Location: Calgary, Canada
Posts: 365
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Lowering sealevel in Fractal mapscript
As the thread title indicates, I'm looking for a way to decrease the amount of water tiles generated by the Fractal map script. The .py file in the maps directory seems to just say "do the fractal function", and the only other thing I can find are some areas where it refers to SEALEVEL_LOW
As it seems right now, Low/Med/High Sealevel gets you roughly 50/60/70% water. I'm looking to change that to about 35/43/50. (I only play Single player, so not concerned with how it affects anything else). Can someone tell me where I might find these numbers to change? I don't really care if it affects all map scripts that have sealevel references, or just the Fractal script, since I use that for 90% of games, and the others I used don't use sealevel at all. |
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#2 |
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Chieftain
Join Date: Nov 2007
Posts: 7
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I have do it in my mod, search for CIV4SeaLevelInfo.xml in the XML folder of CIV4....
you con see something similar to: Code:
<SeaLevelInfo>
<Type>SEALEVEL_LOW</Type>
<Description>TXT_KEY_SEALEVEL_LOW</Description>
<iSeaLevelChange>-8</iSeaLevelChange>
</SeaLevelInfo>
It works perfercly in fractal map as it does not work on Big and Small |
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#3 | |
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Should i code today ...
Join Date: Dec 2005
Location: Marseille (France)
Posts: 1,137
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Quote:
If you just want to change the fractal map , you can do like that also : edit fractal.py with python or notepad ++ and change : Code:
def generatePlotTypes():
NiTextOut("Setting Plot Types (Python Fractal) ...")
fractal_world = FractalWorld()
fractal_world.initFractal(rift_grain = -1, has_center_rift = False, polar = True)
plotTypes = fractal_world.generatePlotTypes(water_percent = 78)
return plotTypes
This is my favorite script also ![]() Tcho !
__________________
Sometimes it is better to remain silent and be thought a fool, than to speak and remove all doubt. ... Gustave Parking .
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#4 |
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Prince
Join Date: Oct 2001
Location: Calgary, Canada
Posts: 365
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Thank you both! I think I'll go generate a bunch of new maps to see how it works!
Edit: Sometime later --- the function was actually in CvMapGeneratorUtil.py, and I had to use the one in the Warlords subdir, but it worked great! Dropping the base water level to 63 now lets me get some above average to REALLY big maps, that I can play 19 civs on with lots of room, plenty of barbarians ... and still have the fractal unpredictability. Last edited by Grunthex; Mar 19, 2008 at 05:02 AM. |
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