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#361 |
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Aspiring Codesmith
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How are marshes an improvement? They are a terrain type and as they were not included in vanilla civ4, I would venture to call them new, granted other people have included marsh terrain in their mods, but all PerfectWorld2.03_WithMarshes does is give you the ability to play on the PerfectWorld2.03 mapscript and have marshes be represented in your maps. I don't even know if I consider it an actual mod, it adds nothing in the way of game functionality (if you don't count the Swamp Fox promotions from Colonization), it is simply intended to take a frigging awesome mapscript and add one more terrain option.
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PerfectWorld2.03_WithMarshes TLOTags: New Promotions all editable from the XML **Life is Good, updates forthcoming... please be patient though** Last edited by TheLadiesOgre; Jul 21, 2009 at 08:53 AM. |
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#362 | |
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Emperor
Join Date: Jul 2007
Location: Missouri, USA
Posts: 1,804
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1. Yes there's alot of useless terrain. I'm going for the man vs. nature struggle. It should be pretty fair in the end. Give it a chance. 2. The bonus placement pretty much follows the XML rules, generally there will not be clustering of strategic resources. In the case of marble and stone however, there's a tag in the XML that allows their use to enhance a starting plot's production. So you might see those clustering around a starting position that is kinda poor. 3. There's some bad luck going on there, but if you stick with it, you should find that most of the AI's are in the same boat. 4. You will find that the AI handles colonization better than you think. I've often seen smaller civs come from behind by shifting their efforts to the new world. They will beat you there if you let them. And.... you can turn that off. Not everyone likes the new world. I do.
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Rich Marinaccio PerfectWorldDF world creator for Dwarf Fortress ------ FaireWeather.py for Colonization PerfectWorld.py Map script for Civ4/Warlords/BtS --- Gross National Happiness Mod for BtS Creation.py Map script for Fall from Heaven 2 SpiralGalaxy.py Map script for Final Frontier |
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#363 |
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Black Foe of the World
Join Date: Jun 2007
Posts: 665
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Thanks for your answer... but either I'm in a real streak of bad luck or this thread is an elaborate trolling intended to drive people into madness
![]() Two more tries... settings: Size Large, starting position anywhere, 12 civs (and, for the record, Emperor difficulty and Stalin as leader). First map I start with NOT A SINGLE visible resource. Not even one Cow or Rice or something. Only grassland and TUNDRA hills, nothing else. Needless to say I hit Regenerate... Second shot: Three clams, yay! And some hills, decent start. But it turns out I'm ISOLATED... again! I'm on a tiny "continent" with room for five very poor cities, only two of them except the capital have a single food resource, none has two. There's also no happy resource except heaps of furs and only three different health resources available. That's just plain non-winnable. I revealed the map with the debug mode... I was indeed isolated until Astronomy and my "continent" was just a tiny island compared to what everyone else had within reach. Only one other civ was almost as screwed as I was. I mean, things like that happen on the factory maps too... but not seven times in a row. And they don't take several minutes to generate... Ah, well. I'm a patient man and will give it another try or ten. But maybe you just have a different concept of fun In my book a city that does not at least have one top-notch food resource (fish, corn, pig, ...) is not even worth founding because they make for crawling games that are just unbearable. Concepts like Slavery and Specialist Economy / GP farms are outright impossible to use with rubbish like that. Food is of paramount importance in Civ4, especially for any advanced strategy.
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#364 | ||
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Emperor
Join Date: Jul 2007
Location: Missouri, USA
Posts: 1,804
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Quote:
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Rich Marinaccio PerfectWorldDF world creator for Dwarf Fortress ------ FaireWeather.py for Colonization PerfectWorld.py Map script for Civ4/Warlords/BtS --- Gross National Happiness Mod for BtS Creation.py Map script for Fall from Heaven 2 SpiralGalaxy.py Map script for Final Frontier Last edited by cephalo; Jul 20, 2009 at 04:14 PM. |
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#365 |
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Black Foe of the World
Join Date: Jun 2007
Posts: 665
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Ugh. If you think that an all-grassland start with no resources is great then we do indeed have very different concepts of fun
On any of the "normal" maps you will be hard-pressed to even find a spot on the map that is so weak outside of the polar regions.And I know there are special strategies for isolated starts, but I don't like them because they are just boring. Diplomacy is an important part of the game for me. Also on higher difficulties it is very hard to maintain tech parity when you have no one to trade with. That said, I saw AI-starting positions that weren't half bad, certainly better than my resourceless grassland start. If I'd gotten one of those, I would have played on. |
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#366 | |
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Emperor
Join Date: Jul 2007
Location: Missouri, USA
Posts: 1,804
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Quote:
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Rich Marinaccio PerfectWorldDF world creator for Dwarf Fortress ------ FaireWeather.py for Colonization PerfectWorld.py Map script for Civ4/Warlords/BtS --- Gross National Happiness Mod for BtS Creation.py Map script for Fall from Heaven 2 SpiralGalaxy.py Map script for Final Frontier |
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#367 |
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Black Foe of the World
Join Date: Jun 2007
Posts: 665
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Ok, this just can't be coincidence anymore... now three times in a row I started isolated on a tiny continent in the lower left corner of the world. Out of nine games I started to play in earnest seven were isolated, the other two completely resourceless. Does the script intentionally place the human player like that? Most AIs start on big continents after all.
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#368 | |
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Black Foe of the World
Join Date: Jun 2007
Posts: 665
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If I know from the start that my cities will never grow bigger than 12 and will never be able to support a single specialist because they do not have a single 3-food-tile, there's no fun.I would play with crappy land if I'm not isolated. But it seems that a non-isolated start is already too much to ask for
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#369 |
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WM junkie
Join Date: Dec 2005
Location: Seyda Neen, Vvardenfell
Posts: 7,090
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you could try opening the mapscript file with a text editor, search for "self.BonusBonus" ( without the " " ) and set it higher. start with 1.1, check it out in WB and see what you get, then you can always increase it more. eventually you will get the amount of resources you like. you can also shrink deserts and plains, and a lot more. it's pretty self-explaining when you read those variables.
about your isolated/ice starts... whoa. you just seems like you've been incredibly unlucky. :/
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" Sheelba does what Charadon't " - Senethro |
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#370 | |
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Emperor
Join Date: Jul 2007
Location: Missouri, USA
Posts: 1,804
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Quote:
The thing about bonuses on this map is this: I mainly use bonuses to even out the starting positions. If I give them to everyone, then it's harder to use bonuses to make things more fair.
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Rich Marinaccio PerfectWorldDF world creator for Dwarf Fortress ------ FaireWeather.py for Colonization PerfectWorld.py Map script for Civ4/Warlords/BtS --- Gross National Happiness Mod for BtS Creation.py Map script for Fall from Heaven 2 SpiralGalaxy.py Map script for Final Frontier |
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#371 |
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Black Foe of the World
Join Date: Jun 2007
Posts: 665
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Thanks, I may try that. I hate "rigging" things in my favor, though
That's why I never use mods.I just managed to get a non-isolated start... with NOT A SINGLE production tile! Not one hill, only 80% water, rest grassland, no river. Ah well, I guess in reality that was a great start because three of the grassland tiles were actually forested, so the hammer count went up to 4! ![]() There were also no hidden production resources (copper, iron, horses). I think that's the first time I saw a capital city which couldn't get to more than 4 hammers/turn Of course it would have been pretty decent with the Moai Statues, only building them takes 94 turns ![]() cephalo, may I ask what difficulty you usually play? Because afaik the higher the difficulty, the worse the starting position of the human player compared to the AI players. I think there is a number of selected starts and if you play on a higher level, you get the worst of them. I took screenshots of my position and those of the AI civs, have a look: My starting position ![]() Some AI starts from the same game ![]() ![]() ![]() ![]() ![]() ![]() The other AI starts were all like those above, all 11 of them. All of those starts are at least decent, most are great! I would certainly play with any of them. So it's clearly not true that starting positions on this map are meant to be as bad as those I always get. |
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#372 | |
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Emperor
Join Date: Jul 2007
Location: Missouri, USA
Posts: 1,804
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I swear that starting plots are fully controlled by this map script, and it is due to a random shuffle which one you get! I promise!One thing to look at is how much room each civ has to expand. It should make sense to you why someone gets alot of resources when someone else doesn't. Look at the whole map, and see whos likely to get what land. A lack of production is something I don't really like, I should really fix that. However, even when you have no production, you are not slowed in any way when making a settler. A settler can fix that almost before it becomes an issue.
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Rich Marinaccio PerfectWorldDF world creator for Dwarf Fortress ------ FaireWeather.py for Colonization PerfectWorld.py Map script for Civ4/Warlords/BtS --- Gross National Happiness Mod for BtS Creation.py Map script for Fall from Heaven 2 SpiralGalaxy.py Map script for Final Frontier |
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#373 |
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Black Foe of the World
Join Date: Jun 2007
Posts: 665
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No... the AIs on the continent all had plenty of room to expand, and all of them had better land, too.
![]() As you can see, the civs are pretty evenly distributed, everyone has about equal amount of land in reach. My surrounding land: ![]() Not exactly fantastic. Lots of dry plains, little food, not a single happiness resource, only three different health resources. It doesn't get better when zooming out further. Some AI surroundings ![]() ![]() A lot better, and again, those screenshots are typical, the other AI had similar land within reach. |
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#374 | |
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Emperor
Join Date: Jul 2007
Location: Missouri, USA
Posts: 1,804
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Quote:
If you wanna see a real bad start, I would guess that Mr. Dark Green has it worse. I'd like to see what he got in compensation for that...
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Rich Marinaccio PerfectWorldDF world creator for Dwarf Fortress ------ FaireWeather.py for Colonization PerfectWorld.py Map script for Civ4/Warlords/BtS --- Gross National Happiness Mod for BtS Creation.py Map script for Fall from Heaven 2 SpiralGalaxy.py Map script for Final Frontier |
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#375 |
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WM junkie
Join Date: Dec 2005
Location: Seyda Neen, Vvardenfell
Posts: 7,090
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umh... how many civs are you trying to fit on what map size? it seems to me that you're trying to fit too many civs on a map that's too small to support them well, and that's the reason why some of them get stranded on tiny islands and/or with crappy starting spots.
since perfectworld has a lot of water, desert and unfavourable terrain, grassland is what it's supposed to be, the BEST terrain, and of course there can't be a lot of the BEST. grasslands in PW2 are mainly on the coast, and going to the center of the continent you'll get plains->desert , which is actually very realistic. of course, factory maps can be more balanced, but mainly it's that you've become used to them. try playing a game on pw2 after you finally get a starting plot that satisfies you, it should be a lot more fun than factory maps. and don't play vanilla BTS, get RevDCM. this mod doesn't unbalance the game in any way, and includes BetterAI which makes the AI much, much better. seriously, do yourself a favour and try RevDCM 2.51 . you will NOT want to go back to regular BTS, you can bet on that.
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" Sheelba does what Charadon't " - Senethro |
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#376 |
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Black Foe of the World
Join Date: Jun 2007
Posts: 665
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No, it isn't. Can't say more than that. I'm a good player, winning most Emperor games (on reasonable maps) and having won a few Immortal games. On all kinds of maps, with all types of leaders. I know what I'm talking about. I can win any game on Noble, Noble is unlosable on any map. As is Prince. On Monarch the map has to be very very bad for it to be not winnable, like the one above. But I might even have a chance to win it on Monarch. But not Emperor.
Even if you consider my starting position "very good" (I guess it is when compared to the right thing, like a 1-tile-island in the middle of the ocean with no resources), there's no denying that all of the AI starts are much, much BETTER. edit: Sure, on Noble you have all the time in the world and can just build a settler, found a decent city and later move capital. On Emperor you don't have that luxury. By the time you could have a usable capital (which is crucial because of the bureaucracy bonus), the game will already be lost because the AIs have established large empires and an unassailable tech lead, while you have nothing to trade to catch up. You might say: Why not play on Noble then? I may give it a try tonight since your map script seems to be specifically catered to low difficulties (I guess very bad terrain for the human is just another way to raise the difficulty). But I'm quite sure that after the initial challenges the game will be a breeze, and thus very boring, as soon as I have established myself. Last edited by IronCrown; Jul 21, 2009 at 01:59 AM. |
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#377 | |
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Black Foe of the World
Join Date: Jun 2007
Posts: 665
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You guys always suggest that I want bonuses everywhere and that the map script is designed to have very few bonus resources. Both is not true. There is a reasonable amount of resources on the map (that's why I theoretically like it and keep on trying), only they are distributed in an insanely imbalanced way. (Which could still be just bad luck, but after so many tries I'm beginning to doubt it) As I said I don't use mods. I play a lot of competitive multiplayer games and I don't want to get used to altered game rules. |
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#378 |
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Overlord
Join Date: Mar 2007
Location: The cutest of cephalopods
Posts: 1,726
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Cephalo, in modifying PW2 for more landmass, pangaeas, peaks and smaller mapsizes I seem to have broken something. I'm getting very few rivers, oases and lakes during generation. Any suggestions how I can get my freshwaters back?
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#379 | |||
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Black Foe of the World
Join Date: Jun 2007
Posts: 665
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Btw, I did some research on the starting position algorithms... what I recalled here only from memory is indeed true. Some information compiled from this thread:
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Those crappy starts are usually supposed to be made playable by normalizing the starts, which happens after the positions are assigned to the players. I assume that this is where the script fails – the normalization process does not do enough to make a terrible start playable. And by playable I mean comparable in quality to the good starts. If everyone had crappy starts it would at least be balanced, but my screenshots clearly show this is not the case – most starts are very good. Last edited by IronCrown; Jul 21, 2009 at 06:45 AM. |
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#380 | |
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Emperor
Join Date: Jul 2007
Location: Missouri, USA
Posts: 1,804
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Quote:
PW has always been made for that kind of fun. It's also not so great as a multiplayer map if you care about fairness. You really wouldn't want to hold a tournement with PW.One of the problems that need to be solved in PW is that it is much more difficult to find fair starts on this kind of map. The factory maps scatter the terrain randomly in such a way that the whole map is rather homogenous in terms of land quality. In PW however, there are vast tracks of unusable land. It's very easy to find yourself on a little patch of green on the edge of the Sahara. In the thread for PW1 you can see all the issues that came up and how I had to deal with them. It's very important to take into account the value of the surrounding land. Another handicap to making the starts fair is that I refuse to green up the land or create rivers around starts. I worked hard to simulate where rivers and wet climate should be and I don't want to ruin that just for something trivial like map fairness. I only use bonuses to boost starting positions. Also, I'm not sure I like the idea of your starting capital always being the best city location you could ever find through exploration. If you boost them up too much, I think it makes the rest of the map kinda hum drum.However, do you think I could fix this map for higher difficulty just by making the player's start better? I can certainly do something a little different in this regard when the difficulty is higher. I don't know why nobody has brought this up before after a whole year! Thanks for your input.
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Rich Marinaccio PerfectWorldDF world creator for Dwarf Fortress ------ FaireWeather.py for Colonization PerfectWorld.py Map script for Civ4/Warlords/BtS --- Gross National Happiness Mod for BtS Creation.py Map script for Fall from Heaven 2 SpiralGalaxy.py Map script for Final Frontier |
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