Recent content by surt

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    [Map Script] SmartMap

    That certainly looks like it should have been caught, I'll have a look at that. Not sure how that happened, it should have preferred to place you on the main landmass. I'll try to find out how that could have happened. For resource placement, you can set clump happy/healthy, which will...
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    [Map Script] SmartMap

    The basic idea of central navy highway isn't too hard, I may throw that in when I get a chance. That's why i've added the ability for smartmap to load designed maps and reshape them. It gives you the added flexibility of getting non-predictable resource placement, and other subtle changes...
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    [Map Script] SmartMap

    I'll have a look at all the code that changed between the previous version and this one to try to identify what might be causing OOS. The next version will probably be another week or two, as I'm currently on a long business trip.
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    [Map Script] SmartMap

    You probably want to set the resource option to 'clump both' and maybe reduce the resource density as well. You can also use 'standard' resource distribution which will look just like normal maps.
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    [Map Script] SmartMap

    Pretty much yes. There are occasional reports that it doesn't work right with some specific mod, which so far have all turned out to be a problem with the mod.
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    [Map Script] SmartMap

    There is some possibility of a bad interaction between SmartMap & Sevomod. I know a lot of people are using SmartMap in multiplayer in general. I'll try to look into this when I get a chance, but it will be at least a week or so before I can. There's really very little reason why SmartMap...
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    [Map Script] SmartMap

    Clumped resources use the standard generator currently. At some point I'll write my own clumper but I haven't gotten around to it. In any case, any resource that falls in the clumped category will currently just get the default amount created, regardless of how high you set the resource level.
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    [Map Script] SmartMap

    Yeah, you're getting a lot of ice/snow because you have non-wrap in both direction. I'm going to look at tweaking this a bit in the next version, and i'll make no-ice an accessible option somewhere.
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    [Map Script] SmartMap

    I will have a look, perhaps I've accidentally broken something. Tropical maps should have very little snow. This is unfortunately beyond what you can do in a map script, this sort of change requires an actual mod. I'm currently avoiding making any mods in SmartMap because I want to keep...
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    [Map Script] SmartMap

    For less snow and tundra, try playing on tropical instead of temperate. As for a less homogenous world ... I think that would depend on what you're looking for ... different continent shapes, or different terrains? Civ4 just doesn't have a ton of range (only 4 plot types, 7 terrains), and of...
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    [Map Script] SmartMap

    Well, the last time I played with it was back in civ4 1.09. And I had pretty much just learned python, so I may have just done it wrong. We'll just see if I have better luck this time around.
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    [Map Script] SmartMap

    The last time I tried it didn't work, which is why I have copies of the interesting sections of other scripts in smartmap right now. Civ4 had some odd issues with import orders because of the dynamically generated c++ interface.
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    [Map Script] SmartMap

    It's vaguely possible. When I get some time to look into it I'm going to see if I can dynamically load logic from other scripts.
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    [Map Script] SmartMap

    I assume you mean a translation into french, and that it is not easy to understand everything. I'd be happy to have a french translation, however, that would require somebody do the translation for me. Any dual language people want to volunteer?
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    Few Questions

    There's probably a more straightforward way, but if nothing else you can make them require a tech that is marked as disabled (in the building's xml).
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