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#561 |
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Emperor
Join Date: Nov 2009
Location: Austria
Posts: 1,147
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I tried, I failed. The Mod I use doesn't even have a \XML\Terrain\ folder; Civilization4\Beyond the Sword\Assets\XML\Terrain\ exists but no CIV4BonusInfos.xml file there, so I went and changed those bNormalize values to 0 in Civilization4\Assets\XML\Terrain\CIV4BonusInfos.xm l . If that xml file is even read or if your map script simply ignores that flag I don't know, I can only observe that it doesn't help.
(minhills 4 and maxpeaks 2, no other changes to the mapscript) ![]() click for full picture 3 times stone - which I don't like so much; directly next to it 1 marble, completely ignoring the iUnique values from Civ4BonusClassInfos. But the best is still the Hills/Flood Plains tile to the right of the stone row. edit: changing the file from warlords seems to have the desired effect though
Last edited by Fuyu; Nov 18, 2009 at 01:54 PM. Reason: Warlods! |
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#562 | |
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Emperor
Join Date: Jul 2007
Location: Missouri, USA
Posts: 1,804
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Quote:
Dang. Floodplains on a hill. That's a bug. The part I don't get though, is that you have well over the minimum amount of hills (4 you said?) in that screenshot, so when was that hill added and why? I'll have to look into 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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#563 |
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Small Furry Animal
Join Date: Dec 2007
Posts: 620
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@cephalo: self.BonusBonus will adjust bonus frequency of both land and sea resources. Is it possible to increase ocean bonuses only?
The reason I ask is that in Fall from Heaven, pearls are one of the sea resources ,but only the Lanun can see and use them. However, the mapscript does not know that, so the invisible pearls are counted against the total resources in your starting position. I figured if one could increase overall sea resource frequency, it would balance the pearls, and the seas wouldn't be so barren for the other civs. (Incidentally, I've copied perfectworld2 into the FfH public maps folder since I've decided different script settings are required in FfH than in basic BtS. More land for starters.) @Ulysses81: I've been tinkering with the variables as you suggested on page 25 of the thread. However, I can't reset noise or plate number as high as you did owing to computer limitations, so the coastal mountain ranges are only reduced, though not vanished. Still, increasing the plate number is making for interesting shaped continents. Thanks for your help.
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The Ancestral Hamster <'_)` "ffh = life." -- Ecofarm {Quoted for Great Truth!} "Si vis pacem, para bellum" - Flavius Vegetius Phi/Ind Leaders Mod dakkadakka.com - miniature gaming with an attitude |
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#564 |
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Emperor
Join Date: Nov 2009
Location: Austria
Posts: 1,147
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Yes it's a bug probably unrelated to minhills and maxpeaks but it only happens when a dessert hill next to a river is inside a starting FC, and unlike the wonder resources craziness this is rare enough.
![]() edit: I just hope this is not related to BetterAI
Last edited by Fuyu; May 16, 2010 at 05:50 AM. |
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#565 | ||
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Chieftain
Join Date: Feb 2007
Posts: 36
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Quote:
Quote:
I think the underlying problem here is that the script assigns starting locations first and then, if the resulting FC and surroundings aren't good enough on their own, changes the location (by adding resources, hills, etc) instead of discarding it in favor of the next on the list. For the alternative to work there must of course be enough potential locations to choose from. And this would probably be complicated by the maximum-distance algorithm discussed before. So my proposals are: -Get rid of the maximum-distance thing in favor of a minimum-distance rule that makes sure that at least FCs don't overlap. The min-distance could be adjustable. This will give some early competition. -Get rid of all starting spot sweetening. Just examine locations as they are and take the best. I don't think it'll be more unfair than the current starts where you have to compensate for bad surroundings with tons of food boni, just because the maximum-distance rule decided that one civ should be stuck on the shady side of the continent. -and i still would like to see a rule that makes starting locations be either on the coast or at least 3 tiles away. Everything else usually screws the AI. greets Ulysses Last edited by Ulysses81; Nov 20, 2009 at 09:44 AM. |
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#566 | |
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Emperor
Join Date: Jul 2007
Location: Missouri, USA
Posts: 1,804
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Quote:
I worked on the starting code for months, and it really is about the best I can do. If you can do better, I think everyone would like to see it. I have no objections to modmods of my map scripts. I say make a new thread with your own starting code and get some feedback. Map scripts get old hat. Everyone likes a new spin on things. I say go for it if you have the time!
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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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#567 | |
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Chieftain
Join Date: Feb 2007
Posts: 36
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Quote:
greets Ulysses |
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#568 | |
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Emperor
Join Date: Jul 2007
Location: Missouri, USA
Posts: 1,804
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Quote:
It's actually a pretty fun way to learn.Actually, the things that you propose are very similar to how the default placement works. For a quick experiment you can simply comment out the starting code altogether and let the default routines happen. There are some difficulties that you will face however if you really want to make better starts. This map often has large areas of really good and really bad land. If you have a minimum distance algorithm, the guy who gets the best starting plot is also likely to have prime land to expand into, probably the best region in the world. So he will have not only the best starting city, but the best first 3 or 4 cities as well. The factory maps tend to scatter the terrain much more randomly, which means that the map is more homogenous in terms of quality. Starting plots matter less on the factory maps. In PW you can have a great local start but be hemmed in by a massive desert or tundra wasteland and have no chance. This situation needs to be recognized and accounted for in some way, and plot sweetening usually works pretty well. Another issue is that the quality of a starting plot very much depends on where your neighbors are. You can get into this circular feedback loop where civ A's quality depends on where civ B is, and civ B's quality depends on where civ A is! It can get pretty nightmarish with the chicken and egg thing. Quality really can't be determined until all civs are placed.
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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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#569 | |||
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Chieftain
Join Date: Feb 2007
Posts: 36
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Quote:
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well ill see what i can do... Ulysses |
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#570 |
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Warlord
Join Date: Feb 2008
Location: Northwest USA
Posts: 273
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Plot sweetening
Cephalo mentioned plot sweetening above.... Speaking of plot sweetening, this is probably the best start I ever had in Civ4... using the latest version of perfect world...
4 crabs, 1 corn, 1 clam, 1 cow and spices thrown in there to make it taste great! Incredibly, I wound up loosing this game to constant AI dogpile behavior... It's hard to tech when you are fighting so much... I did fine holding my own until ragnar showed up with grenadiers vs my longbows... at that point, it was gameover.
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Success is not final, failure is not fatal; it is the courage to continue that counts. -- Winston Churchill |
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#571 | |
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Warlord
Join Date: Feb 2008
Location: Northwest USA
Posts: 273
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Quote:
http://www.diveintopython.org/
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Success is not final, failure is not fatal; it is the courage to continue that counts. -- Winston Churchill |
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#572 |
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Prince
Join Date: May 2009
Location: Eastleigh, Hampshire, England
Posts: 362
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Would you consider making a version of this mapscript that could add the marsh terrain and peat bog feature for RoM? and possible one that allows production materials to appear on peaks for Affores modmod?
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Play My Alternate History Scenario for GEM: Here |
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#573 | |
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Emperor
Join Date: Jul 2007
Location: Missouri, USA
Posts: 1,804
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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 |
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#574 |
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Emperor
Join Date: Jul 2007
Location: Missouri, USA
Posts: 1,804
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I thought someone else had done this already. Anyway, I probably won't have time for a good long while.
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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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#575 | |
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Warlord
Join Date: Feb 2008
Location: Northwest USA
Posts: 273
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Quote:
I've had PW starting plots in other prince games that quite frankly were bad, and seemed to need more help. I can remember one as india with no metal, no food, no luxuries and only one grass horse.
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Success is not final, failure is not fatal; it is the courage to continue that counts. -- Winston Churchill Last edited by GatlingGun; Nov 25, 2009 at 03:12 PM. |
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#576 | |
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Emperor
Join Date: Jul 2007
Location: Missouri, USA
Posts: 1,804
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Quote:
However, you would always get a bonus for your difficulty level. On Prince that defaults to 1 resource. This is a new feature starting with 2.04.
__________________
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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#577 |
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Warlord
Join Date: Jan 2008
Posts: 254
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BTW, Cephalo, I constantly hear people suggesting some mid/late game bonuses for the AI elsewhere, just to counter human players' pattern of getting far too strong mid-game due to effective micromanagement, specialized economy and BRAINS
How about an option to supply AI capitol spots with delayed technology resources that would kick in mid/late-game?
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#578 |
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Chieftain
Join Date: Jul 2009
Location: Washington
Posts: 42
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I honestly do not know how to make the file work...
It says "To use this map, put it in your Civilization 4\PublicMaps folder, not in your My Documents\My Games\Civilization 4\PublicMaps folder." but the only way to get to the publicmaps folder is through the my games part of my hard drive...? |
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#579 |
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Chieftain
Join Date: Jul 2009
Location: Washington
Posts: 42
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nevermind I think i got it working...
I think lol |
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#580 |
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Emperor
Join Date: Jul 2007
Location: Missouri, USA
Posts: 1,804
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When the game asks you what map script to use, PerfectWorld should be in the list of choices.
That warning I gave is actually kindof outdated, it will work in your mygames/etc.
__________________
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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