<fHighPeakScale>0.48</fPeakScale>
doh!

I thought it would be something stupid like that! Thank you very much!
The world is definately wrong though! and your right, no high peaks anywhere. Which is strange. I'd reckon that my mistake here is going to be in the python, as I have no clue when it comes to python, probably in CvMapGeneratorUtil.py, and probably in this part here:
Code:
for x in range(self.iNumPlotsX):
for y in range(self.iNumPlotsY):
i = y*self.iNumPlotsX + x
val = self.continentsFrac.getHeight(x,y)
if val <= iWaterThreshold:
self.plotTypes[i] = PlotTypes.PLOT_OCEAN
else:
hillVal = self.hillsFrac.getHeight(x,y)
if ((hillVal >= iHillsBottom1 and hillVal <= iHillsTop1) or (hillVal >= iHillsBottom2 and hillVal <= iHillsTop2)):
peakVal = self.peaksFrac.getHeight(x,y)
[B] highpeakVal = self.highpeaksFrac.getHeight(x,y)
if (highpeakVal <= iHighPeakThreshold):
self.plotTypes[i] = PlotTypes.PLOT_HIGHPEAK
else [/B]if (peakVal <= iPeakThreshold):
self.plotTypes[i] = PlotTypes.PLOT_PEAK
else:
self.plotTypes[i] = PlotTypes.PLOT_HILLS
else:
self.plotTypes[i] = PlotTypes.PLOT_LAND
(changes in
bold)
but i'm not really sure. When i'm less hungover and I've finished the seasonal work I'll dive into it some more and see what I can come up with... It would be cool to be able to define other plots, I have a few ideas: Unpassable mountains and large rivers (that boats can sail down) are a couple of them, and I was also thinking about adding unique geological features, such as the grand canyon or the amazon river, that could be randomly placed and discovered kind of like in Sid Meier's Alpha Centuari if anyone rembers that?
So much to do, so little time! Well, it's more productive than actually working, right?
------ edit ------
haha, as soon as I wrote that I noticed error no.2:
is not used by python at all is it? nope nope nope. should be
elif!
this solves the map generator problem, but still no high peaks anywhere to be seen!
back to square one much?
------ edit 2 ------
i also noticed that there was an error with the world builder... the hill button added plains, the plains button hills, and the water button plains as well. This is to do with the order of the plot types in the sdk, which I have no fixed by moving the PLOT_HIGHPEAK to the bottom of the list rather than after PLOT_PEAK. I took at look at CvWorldBuilderScreen.py which I hadn't before, and noticed the following code:
def allPlotsCB(self):
self.m_normalPlayerTabCtrl.enable(False)
self.m_normalMapTabCtrl.enable(False)
if (self.m_tabCtrlEdit != 0):
self.m_tabCtrlEdit.enable(False)
popup = CyPopup(CvUtil.EventWBAllPlotsPopup, EventContextTypes.EVENTCONTEXT_ALL, True)
iPopupWidth = 200
iPopupHeight = 50*PlotTypes.NUM_PLOT_TYPES
popup.setSize(iPopupWidth, iPopupHeight)
popup.setHeaderString(localText.getText("TXT_KEY_WB_CHANGE_ALL_PLOTS",()), CvUtil.FONT_CENTER_JUSTIFY)
for i in range (PlotTypes.NUM_PLOT_TYPES):
if (i==0):
popup.addButton(localText.getText("TXT_KEY_WB_ADD_MOUNTAIN",()))
elif(i==1):
popup.addButton(localText.getText("TXT_KEY_WB_ADD_HILL",()))
elif(i==2):
popup.addButton(localText.getText("TXT_KEY_WB_ADD_GRASS",()))
elif(i==3):
popup.addButton(localText.getText("TXT_KEY_WB_ADD_OCEAN",()))
elif(i==4):
popup.addButton(localText.getText("Add High Peak",()))
popup.addButton(localText.getText("TXT_KEY_SCREEN_CANCEL", ()))
popup.launch(False, PopupStates.POPUPSTATE_IMMEDIATE)
return 1
which I take to be the code for adding the plot type buttons to the world builder, but the changes I made in
bold have no effect at all.
I'ved attached the updated mod code for anyone whos curious.