Replace old "template.lua" with this file and convert your map.
Open lua-script, find function nORbConvWorld:FillResources() and set arResources as empty array. Like this:
local arResources = {};
If no bugs there, i will update first post with this template.
My tools uses "true start location" information from xml-file, not from civ5map-file. Check my examples for "Play The World Extended BNW MARATHON" (xml-file).
No, not support. But if you good in lua-scripting and have some skill, you can add custom function for random resource spawning in "template.lua" by yourself. =)
For "TSL" before start conversion you must prepare and put xml file in same folder with "civ5map" file.
In directory "<converter folder>\maps" must be 2 files:
- xxx.civ5map;
- xxx.xml (same filename as ".civ5map").
Result for play (after conversion) you can find in directory "<converter...
Well... I don't know, maybe something changed in past 2 years. So I can't be 100% sure. I describe for you how "citystates creation" worked about two years ago.
In the process of "creating a map" engine select "set of citystates" (by random) that will be used in the game. Game engine locks...
1. Open in notepad your lua-file
2. find string:
function nORbConvWorld:GetCivStartPlot(pPlayer)
3. somewhere in function body you see strings with starting positions for playable civs (ResultPos = { X,Y } ). like:
elseif (thisCiv.Type == "CIVILIZATION_IROQUOIS") then ResultPos = {139,75}...
Can you send me your lua-script for check? I don't see any "my tags" in your lua-log. Like "Start generate custom map" or "Create nORbConvWorld class".
You are sure created new game with lua-script from my converter?
email: murmadog (at) yandex (dot) ru
Nevermind. I can't understand, for...
No way to use starting location on multiplayers with ".civ5map" files. But not for "random" scripts (lua-files). xD
This tools working fine for me (civ5 BNW edition). And you can test converted by this tools map:
http://forums.civfanatics.com/showthread.php?t=503633
Description
Little program for convert civ5map files to lua-scripts with "true start locations".
Sorry for typo, english is not my native language.
Decoded part of civ5map files:
plots + terrain types;
features (ice, jungles, marsh etc.);
improvements;
resources (type+count)...
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