River Spaghetti

Gamewizard

Emperor
Joined
Jan 24, 2011
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I've been playing mostly Terra maps lately and I've noticed nearly every map there are rivers everywhere. There are no longer areas of harsh desert, but rather floodplain havens. I would say 3 out of 4 tiles is freshwater now, maybe even higher than that.

I opened up a Small Continents Plus map and didn't notice nearly as many rivers.

I read in another thread that Gazebo hasn't changed anything that would affect this, so I'm just curious as to which maps are being affected and why.
 
I've been playing mostly Terra maps lately and I've noticed nearly every map there are rivers everywhere. There are no longer areas of harsh desert, but rather floodplain havens. I would say 3 out of 4 tiles is freshwater now, maybe even higher than that.

I opened up a Small Continents Plus map and didn't notice nearly as many rivers.

I read in another thread that Gazebo hasn't changed anything that would affect this, so I'm just curious as to which maps are being affected and why.

I have been noticing a lot more rivers on all map-types, except archipelago I guess, did like 3 games on archipelago maps and didn't see a single river-start :D
 
You're not the only ones. I think 75% of the tiles on my latest Oval have river.
 
I've noticed this as well, playing both Pangea and Continents. Using CP only. I didn't think this mod affected map scripts, but I have been having rivers like crazy - literally covering almost entire grassland and desert stretches. I thought it was just my mind playing tricks on me, but seeing others report this, I'd like to chime in also.
 
I personally think it needs to be toned down somewhat.

I've noticed this as well, playing both Pangea and Continents. Using CP only. I didn't think this mod affected map scripts, but I have been having rivers like crazy - literally covering almost entire grassland and desert stretches. I thought it was just my mind playing tricks on me, but seeing others report this, I'd like to chime in also.

I don't actually think mods can directly affect map-scripts, that's the weird part. Correct me if I'm wrong.
 
I have also noted just crazy amounts of river tile on my current Pangaea. It's not just that there are a lot of river tiles, but the rivers do a lot of really unnatural looking turns and forks, as well.. a good part of the extra river tiles seem to come from all the crazy bends and forks.
 
I'm getting the same thing. The only way I can get a balanced map now is playing the communitas map and adjusting the rives.
 
I thought something was fishy :mischief:

Are people certain they see this using the Communitas script? That uses it's own river placement method and looks fine to me in WorldBuilder (no changes to the script).

I generally play Tectonic (Haftetavenscrap's), which uses vanilla AddRivers(). The problem is apparent there as well as most other vanilla scripts I've checked in WB... rivers permeate all large landmasses. WB itself also seems to have become very crash prone, which makes spot checks difficult.
 
I'd better enjoy a Songhai game before their favorite feature gets returned to its normal setting.
 
I mentioned this before as well. I play only on Continents, using CBP only.
 
Songhai is too good now to be fun to play :) This UB, and unkillabble immortall teleporting skill 100% flanking bonus knight are sick. Siege units also can move and shot the same turn:rolleyes:
 

My point was actually that the UB is way too bad compared to other river-buffing buildings. The Floating gardens just blows it away.
It adds one yield to river-tiles as well as give other benefits on top of the base-building while the Tabya removes things from the base-building. But again this is not the time or the place.
 
Can confirm the spaghetti... seen it both in Continents map scripts and Fractals...
 
I always play Communitas and I never noticed the river spam.

*starts fractal game to see what people are talking about*

Nearly EVERY tile is a river tile o.0
 
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