| General | Hosted Sites | Civ5 | CivRev | Civ4Col | Civ4 | Civ3 | Civ2 | Civ1 | Misc | Marketplace |
![]() |
|
|
Welcome to Civilization Fanatics' Center. You are currently viewing our site as a guest which gives you limited access to our site features. By joining our free community, you will be able to participate in the discussions, search the forum, send private messages, vote in polls, upload your own screenshots to the gallery, and access many other special features. Registration is fast, simple and absolutely free, so sign up today! If you have any problems with the registration process or your account login, please contact support. |
|
|||||||
![]() |
|
|
Thread Tools |
|
|
#421 | |
|
Emperor
Join Date: Jul 2007
Location: Missouri, USA
Posts: 1,804
|
Quote:
__________________
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 |
|
|
|
|
|
|
#422 |
|
Chieftain
Join Date: Feb 2009
Posts: 26
|
I changed the dimensions of the huge map to (36,24)... I have much free time and a relatively good laptop, might as well use it. It's a little too big : I don't think there has been any war yet (except my early rushes) and large chunks of rich land are still unclaimed on the AIs borders. But I picked these dimensions in this thread and i'm too lazy to test a smaller value that don't mess up the script.
And though i'd like an AI that plans ahead the use of its forests, I don't think that's the case here. Several cities with more than three hills are in the same situation. The almighty dF> There's variables for a desert treshold and a plain treshold in the script, change them both to reduce the size of the deserts. On this point cephalo, it seems that you deserts appear in places far from the north and south oceanic coasts, and IRL they tend to appear in the parts of the continents wide from east to west coasts, like north africa, middle east, central asia and central north america... Last edited by Burned; Aug 17, 2009 at 04:08 PM. |
|
|
|
|
|
#423 | |
|
Emperor
Join Date: Jul 2007
Location: Missouri, USA
Posts: 1,804
|
Quote:
It is adjustable though, I think the variable is called polarFrontLatitude or something. Put it closer to pole to mimic a less significant polar front.
__________________
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 |
|
|
|
|
|
|
#424 |
|
Emperor
Join Date: Jul 2007
Location: Missouri, USA
Posts: 1,804
|
I actually started playing civ again, and so far on noble difficulty I've been getting my behind kicked. I always pick the wrong strategy for my starting position. I've started 3 games as Gilgamesh, and I figured that I would pump out my UU vultures and take somebody over, then start to develop.
For my first two games, I was tempted away from spamming my UUs for a bit too long and then someone would declare on me when I wasn't fully ready. My start on the second game gave me two gem plots, and I was ahead in tech but nothing terribly useful militarily, and then I got bogged down in a war and fell behind. On my third game, I started in an area that was almost all hills. I figured this would help with unit production, but it cost me alot in tech. By the time I had captured about 3 of my target's cities, I was waaay behind in tech and then everyone else declared on me with units I couldn't handle. This map very often starts you with a whole bunch of one thing, and a huge deficit of something else. Do I like that? I dunno if I like that. It's kinda fun and different, but maybe it's a bit too much? Maybe I just don't know how to play lol.
__________________
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 |
|
|
|
|
|
#425 |
|
Warlord
Join Date: Feb 2009
Posts: 100
|
^^ I think that's exactly why several people were clamoring for more food resources. With enough food (and I mean sufficient, like 1-3 resources, not boatloads) you can make almost any start work.
|
|
|
|
|
|
#426 | |
|
Chieftain
Join Date: Feb 2009
Posts: 26
|
Why not an option to make the hill placement more random ? It's true that they tend to form clusters that make large parts of territory uninteresting.
Quote:
A bit of ascii is worth more than a lot of words, so what bugs me is that Code:
on a continent like while on continents like this
this a desert is there's no desert, and it's the
likely to appear opposite of what happens IRL
in the middle
_________ ________________________
/ \ / \
| | south | |
| | V | here |
| | | be forests |
| here | | |
| be | \ ________________________ /
| sand |
| |
| | Or so it seems to me.
| |
\ _________ /
Last edited by Burned; Aug 21, 2009 at 01:28 PM. |
|
|
|
|
|
|
#427 | |
|
Emperor
Join Date: Jul 2007
Location: Missouri, USA
Posts: 1,804
|
Quote:
Anyway, a continent that is tall in the N-S direction will cross more climate zones that one that is long in the E-W direction. A tall continent is more likely to have portions of land under the 'horse lattitudes' that tend to be dry. Conversely, the long continent will be more influenced by the latitude band it sits in. If that is on the horse latitude, you should expect a big long desert. In fact there's such a continent in the game I'm currently playing.
__________________
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 |
|
|
|
|
|
|
#428 |
|
Chieftain
Join Date: Jun 2009
Posts: 75
|
I play this script with the XXL World Mod on the largest map size... 60x40 or something and the land masses seem Earth like to me. Large areas of forest, areas of Desert and Jungle, a little on the poor side of resources but then again... resources are really not all that Abundant in the real world either... most were "introduced" especially food resources where they transplanted by colonies.
|
|
|
|
|
|
#429 |
|
WM junkie
Join Date: Dec 2005
Location: Seyda Neen, Vvardenfell
Posts: 7,090
|
what about adding scrubs and marshes to the next version? would make it more interesting imho.
__________________
" Sheelba does what Charadon't " - Senethro |
|
|
|
|
|
#430 |
|
Emperor
Join Date: May 2009
Posts: 1,244
|
I've been playing this map a lot since I discovered it several months ago. In fact, it's the only one I use unless I just want to get a quick jump into a new game. I used to play on huge maps, but moved down to standard or small size as PerfectWorld2 creates large-sized maps.
But I have to agree with those commenting on the large interior desert. This seems to be pretty much a staple with this mapscript. I'm not sure what's going on but just because an area is landlocked doesn't mean that it's a desert. For example, the middle of the US is a large swath of land that isn't anywhere near the ocean, but it's actually quite wet and developed into the Great Plains. Another example is the Amazon. The weather tends to roll in from the west and hit the Andes, but instead of forming a desert on the other side, the clouds turn into snow and run down the east side of the mountains in thousands of streams creating a huge expanse of jungle. In short, excellent, fun mapscript, but it could still use some tweaking so I hope that it isn't considered a completed project. |
|
|
|
|
|
#431 | |
|
Deity
|
Quote:
We raft on the rivers coming from the andes mountains through the Llano (Plains in Spanish). Those rivers end up at the Orinoco (and to a lesser extent, the Amazon) and form rainforest after the Llanos. |
|
|
|
|
|
|
#432 |
|
Chieftain
Join Date: Jun 2009
Posts: 75
|
Cephalo,
Do you think your script would be compatible with the map Script Full Of Resources by Sto? Where is script allows changes to be made to resources, units and things before the game starts? I think the two of you should get together and see if it would work. Linkie Full Of Resources |
|
|
|
|
|
#433 | |
|
Emperor
Join Date: Jul 2007
Location: Missouri, USA
Posts: 1,804
|
Quote:
The reason why you often see desert in the middle of PW continents is because they do tend to be surrounded by mountains, somewhat more so than the real world. So the water tends to be blocked off fairly quickly. The things that cause desert in this map are the horse lattitudes, and too many cumulative obstructions between the ocean and the wind direction. Any continent centered around 25 degrees is gonna have a huge desert almost guaranteed, and this map does generate alot of those. Hey, it's not easy! You gotta have rules!
__________________
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 |
|
|
|
|
|
|
#434 | |
|
Emperor
Join Date: Jul 2007
Location: Missouri, USA
Posts: 1,804
|
Quote:
![]() EDIT: also, go ahead and open the map with a text editor you will see a great many tunable options for resources and stuff.
__________________
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; Sep 23, 2009 at 08:11 AM. |
|
|
|
|
|
|
#435 | |
|
Ruler. Visionary. Pimp.
Join Date: Apr 2008
Posts: 1,176
|
Quote:
Anyway, I bet if you put up a poll asking whether people A.) really want you to join forces with Sto or B.) don't care, you'd get a lot more votes in A.
__________________
|
|
|
|
|
|
|
#436 |
|
Chieftain
Join Date: Sep 2009
Location: Florida
Posts: 33
|
This probably isn't as big an issue for most people, but it's a huge pet peeve of mine... is there a way to keep this script from generating continents on the edge of the screen? Even in a cylnidrical world where it wraps it bugs the hell out of me when the main continent is on the side of the minimap - I like it being more centered.
Also... the randomness of the map is cool but because of the way the resources were set to generate, if you end up with more/less than 3 landmasses you get problems with how resources are generated... some island chains will have no food at all, while other maps will be lacking an entire resource. Would an option on the number of continents and/or a fix to the way resources are assigned to landmasses (for example, a designation that corn will appear on 2 island chains) be viable? |
|
|
|
|
|
#437 |
|
Warlord
Join Date: Aug 2009
Location: The changing Dark Continent
Posts: 231
|
Hi, this is a beautiful map generator script. Congratulations.
![]() It is also one of the most well commented code I've seen. It makes it easy to follow the instructions and tweak the map generation to whatever a player would want even with very limited coding knowledge like me. Thanks for taking the trouble. Question, how can I add a new feature like scrubland so that the map generator can incorporate it? I copied the scrub Art, and XML's from FFH2 into my personal Mod editing so that it should work correctly. I can now place scrub on desserts manually. They're not generated with the map script. Changed the values in the XML to govern their appearance from 0 to 10000 but nothing works. (Oasis are at 500 and well represented). Is it possible that I have to define scrub within the map script? and define rainfall parameters within the cusp of plains/dessert? If so, sorry I don't know how to do this without instruction and messing up a very good application, I'll continue to use the manual method. Thanks for a great resource. I no longer play on any other maps but these generated by PerfectWorld2, all the others are rather... flat tasting you know.
__________________
"The future has nothing to do with future decisions but with the futurity of present decisions" P.F. Drucker.
|
|
|
|
|
|
#438 | |
|
Emperor
Join Date: Jul 2007
Location: Missouri, USA
Posts: 1,804
|
Quote:
Even on duel size you should be getting at least one resource of each type. Also, usually food resources will appear on one main continent plus a few islands. I'm not sure what problem you are seeing with the resources.
__________________
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 |
|
|
|
|
|
|
#439 | |
|
Emperor
Join Date: Jul 2007
Location: Missouri, USA
Posts: 1,804
|
Quote:
Adding terrain types and feature types to this map is a bit of work, because I don't use the XML for those. If you want to reasearch how I handle that, just search for 'terrain' and 'percent'. That part of this script is not as complicated as some of the other parts. If you can see how I add plains and jungle, you can figure out marshes and scrub.
__________________
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 |
|
|
|
|
|
|
#440 | |
|
Chieftain
Join Date: Sep 2009
Location: Florida
Posts: 33
|
Quote:
About the resources... yeah, at least a few will always show up I noticed, though if the map is small enough it will be VERY few. I've been playing a few 'huge' games that had in excess of 6 larger islands and about 3-4 would often have no food resource at all for some reason (probably due to already having enough spawned on larger landmasses). I've taken to opening the map editor and resetting the map multiple times to try and get one with 3 larger continent type landmasses or 2 and 1 good island [chain] to optimize bonus distribution, but as you can imagine this takes ages. |
|
|
|
|
![]() |
| Bookmarks |
| Tags |
| map script, perfectworld2 |
|
| Thread Tools | |
|
|
Similar Threads
|
||||
| Thread | Thread Starter | Forum | Replies | Last Post |
| [Map script]Creation.py for FFH2 | cephalo | FfH2 Modmods, Scenarios, and Maps | 421 | Jul 16, 2010 06:56 AM |
| [Map Script] SpiralGalaxy.py for Final Frontier | cephalo | Civ4 - Map Scripts | 48 | Apr 24, 2010 03:40 PM |
| [Map Script] PerfectWorld.py | cephalo | Civ4 - Map Scripts | 625 | Oct 30, 2009 11:00 AM |
| [Map Script] NewWorld.py | SevenSpirits | Civ4 - Map Scripts | 12 | Jan 25, 2009 09:40 AM |
| [Map Script]SpiralGalaxy.py for Final Frontier | cephalo | Civ4 BTS - Official Mods & Scenarios | 0 | Feb 12, 2008 06:16 PM |