irishhombre
King
I am so sorry had wrong map script, 3 straight days of no sleep is playing tricks with my memory. So very sorry. It was SmartMap
Normal strat, high levels of other, plus I usually have the more resources option checked on SmartMap. I tried high levels of all and I ended up with a map basically full of metals.What resource generation settings you used? For me it generates resources normally.
I guess custom settings of resource generation are broken then in that mapscript.Normal strat, high levels of other, plus I usually have the more resources option checked on SmartMap. I tried high levels of all and I ended up with a map basically full of metals.
It is, another big visible meteor crater is also seen a bit higher up to the left of that center crater. Since the noise field that is the basis of the height map is random some maps generated can end up with more mega continents than others before meteors are thrown, so many more meteors are thrown to break it, and this can sometimes lead to very visible craters on some maps while others don't. The size and position of the meteors are also somewhat random so sometimes the craters may overlap and hide their circularity while other times they don't. I would like to refine the meteor system to be more "smart" sometime. Compared to PM I changed it to have less and less impact on the height map the further out from the impact point it gets in the circle radius defined by the meteors size, this should have made perfectly round ocean craters less likely though it still happens if the area it hits is very flat; and it should reduce some of the heavy mountain ranges along coasts seen in PM maps often, PM maps also have visible circular craters sometimes.Is this due to the PangeaBreaker feature?
I suspect it is a hold over from before there was a Donkey map resource. Removing the donkey spawn from the horse bonus will probably have no affect on the number of horses spawned but it is worth trying/fixing. It is called SPAWN_DONKEY_NATIVE2 for whoever wants to remove it.Regarding the C2C_PerfectWorld2f mapscript:
Maybe this has changed since I genned this map in Oct 2018, but wild horse (units) are incredibly rare. There are plenty of horse resource tiles, but they never spawn horses, only onagers... I mean, how does that even...?
I think 50% resources on world map script is the closest you get atm.Is there a way to further reduce the amount of resources generated by any given script? I'd like to play a game where you actually get a sense of resource scarcity.
I checked it out and it's exactly what i was looking for. I've been playing on PlanetGenerator and MonGoose so far.I think 50% resources on world map script is the closest you get atm.
0% resources could work too, though you would then rely on all resources coming from events or from improvements discovering a bonus on a plot where there's not a bonus.
World mapscript is based on PerfectMongoose similarly to how PerfectMongoose was based on PerfectWorld2.I checked it out and it's exactly what i was looking for. I've been playing on PlanetGenerator and MonGoose so far.
It doesn't 100% guarantee it, but it tries to separate old and new world by ocean, smaller map sizes increases the chance that you don't get ocean separation.With the World mapscript, and start in old world, is the new world supposed to be separated by ocean? In my current game, it is only separated from the old world by sea. This means I was able to discover the new world before the classical era...
It doesn't 100% guarantee it, but it tries to separate old and new world by ocean, smaller map sizes increases the chance that you don't get ocean separation.
It would.That's understandable. My current map is large, with standard sea level, but I guess it still happens occasionally with larger maps. Would high sea level increase the chance of a "true" new world?