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#741 |
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King
Join Date: Jan 2006
Location: Boston, MA, USA
Posts: 611
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He already made PerfectWorld 3, which uses completely different landmass and climate generators (which I think you'll find address your comments). It just happened to be for Civ5, so I ported it back to Civ4 and made some improvements. Please see the other thread.
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MongooseMod 4.1 is nearing completion... If you check it out there's a good chance you'll fall in love! ![]() <-- BBAI/UP Contributor, Original BTS Sevopedia and PW3 Civ4 Port Author |
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#742 |
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Chieftain
Join Date: May 2011
Posts: 57
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Is there any way with the modifiers to make more continents and small archipelagos appear rather than a couple of larger island? to me the current one makes a couple of large islands that look roundish, no bays, seas, or peninsulas on or going into the continents like the red sea divides Africa from Arabian peninsula, , also the map doesn’t make to many archipelagos like the Caribbean or Philippines.
So is there in variables I can adjust in the map script to get these effects of am I just stuck with it? |
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#743 | |
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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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#744 |
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Chieftain
Join Date: May 2011
Posts: 57
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I've looked i cant find any variables that would do this, or even say they do that.
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#745 |
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Emperor
Join Date: Jul 2007
Location: Missouri, USA
Posts: 1,804
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Ok, try setting hmMaxGrain to 8 or 4. You can also play around with hmNoiseLevel, and also the plate tectonic variables to add more plates etc.
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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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#746 |
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Warlord
Join Date: May 2012
Posts: 157
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Making Perfect World open source
Cephalo/Rich:
You have mentioned that you do not mind other people making metamods of your Perfect World map script. However, the copyright statement at the beginning does not state this; it merely states your copyright on the map script without giving any permission for other modders to make or distribute modified (or even unmodified) versions of Perfect World. Are you willing to release this script under an open source license? I don't think the GPL will work because it arguably "links" to Civilization IV, but a BSD license would be fine. Keep in mind that open source licenses will allow, say, Firaxis (or anyone else) to use your script without paying you. You may also, if you prefer, release it with conditions like "no commercial use" if you prefer. It's your code and your baby so do with it as you wish. However, since you have moved on to Civ 5 and having a baby, and haven't updated Perfect World for three years, it would do the community who continue to mod Perfect World (PerfectMongoose, Map script tools, etc.) a big favor to not have their mods be in legal limbo. Everyone else: I am starting work on yet another fork of Perfect World. This one is very close to Cephalo's script, down to making the exact same maps when given the exact same parameters (as long as the map is not toric). However, I have added a few menu choices so people can choose things frequently mentioned on this thread, such as being able to control the land level without editing the script or having maps with more islands and stringy continents. Before making any bug reports, feature requests, etc. in this thread, please do the following:
Anyway, I do not feel comfortable giving people a download link until Cephalo gives me legal permission to do so (there is, after all, a "no pirated content" rule for this forum and any Perfect World mods are pirated until Cephalo says otherwise). I sent him an email Saturday about it and hopefully he will pop in here again in order to make my Perfect World mods legal. |
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#747 |
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Darth Inferis
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Well if there is anyone still here, I have an interesting problem.
I am running OSX Lion, I have PW installed in my Applications/CivilizationIV/PublicMaps folder. But when I run the script I get endless grassland with cows horses sheep and vast rivers that go from one end of the map to the other N/S, except around civ spawns which have some forest and hills. No matter where I put the script or what I do my computer can't seem to run the script. EDIT: PerfectMongoose fails too.
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Good morning... I see the assassins have failed. ![]() Borg sumus. Scuta vestrum detrahete et navem vestrum tradete. Biologicam et technologicam vestrum variantiam nosterarum adjungebimus. Humanitas vestrum nos iuvare accommodabit. Refragatio futilis est.
Last edited by Me,myself,and,I; May 07, 2012 at 08:59 AM. |
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#748 | |
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Deity
Join Date: Jun 2011
Posts: 3,047
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Quote:
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#749 | |
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Emperor
Join Date: Jul 2007
Location: Missouri, USA
Posts: 1,804
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Quote:
So here it is, "I hereby grant you vktj permission to copy my code." Is that enough? I'm not hiring a lawyer.
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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; May 08, 2012 at 09:05 AM. |
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#750 | |
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Emperor
Join Date: Jul 2007
Location: Missouri, USA
Posts: 1,804
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Quote:
A long time ago I made some fixes for python version compatability. That shouldn't be an issue anymore.
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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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#751 | |
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Warlord
Join Date: May 2012
Posts: 157
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Quote:
I know I'm being really pedantic about it, but that comes from nearly two decades of open source under my belt. In the open source culture, we take software licenses very very seriously and message boards are frequently filled with long pseudo-legal discussions about quite frankly dumb things (like whether someone can put their work in the public domain). Anyway, now that that's done, here's a link for people who still play Civ4: http://Civ4.vk.tj/ The file Totestra.py is my fork of PerfectWorld2. Some points:
OK, time to start a new thread. Thanks again Cephalo, for your permission and most of all for your great map script! Last edited by vktj; May 08, 2012 at 10:30 AM. Reason: Link update to look more like my username |
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#752 |
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Darth Inferis
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Hmm... I'll try looking at the python errors.
My current theory is that Lion broke it.
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Good morning... I see the assassins have failed. ![]() Borg sumus. Scuta vestrum detrahete et navem vestrum tradete. Biologicam et technologicam vestrum variantiam nosterarum adjungebimus. Humanitas vestrum nos iuvare accommodabit. Refragatio futilis est.
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#753 |
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Immortal
Join Date: Oct 2007
Location: Brazil
Posts: 284
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Before questioning I would like to thank this great work. Perfect World is my favorite when playing single and multiplayer games.
My question is about its dimensions. I play LoR (0.9.9) for so many years, that I don't even remember how is original BtS anymore, and I always choose Perfect World 2g to make my maps (it comes with the mod, and thank god it did )But I would love to have a Perfect World game bigger then Huge. Huge is already fascinating, but with a 64 civs dll and barbarian organizing as full civs in the course of the game, a bigger map would be a lot better to really enjoy those 64 civs (or at least closer to this number). Planet Generator 068 seems so artificial, and Smartmap so unrealistic, but they are the only option that can override Huge. A Perfect World is the most close to an Earth and that's why we like to play it. The experience feels more realistic, and LoR is no doubt a lot more realistic then original BtS (except for the common issue of the Date being a lot faster then the development of nations with a good range of options activated). Is there a way to do it?
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RFCE 1.1 wins on Monarch: Genoa (H); Venice (H) RFCE 1.0 wins on Monarch: Spoiler:
H - Historical, D - Domination, Last edited by Spirictum; Jun 16, 2012 at 02:04 PM. |
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#754 | |
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Warlord
Join Date: May 2012
Posts: 157
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Quote:
I can think of three ways to make extra-huge maps with PerfectWorld:
- Sam Update FAQ done: http://samiam.org/Civ4/HugeMap.html
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Check out my map script, my collection of all known CIV4 map scripts, as well as my update to Legends of Ancient Arabia (which includes three map scripts). I also have my own Civ4 web page Last edited by vktj; Jun 16, 2012 at 11:11 AM. Reason: FAQ done: http://samiam.org/Civ4/HugeMap.html |
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