Recent content by Temudjin

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    PerfectWorld3

    Here is a new version of Perfect World, based on the VEM (Vanilla Enhanced Mod by Thalassicus) version, which I called Perfect World 4.0.:) I updated the file according to this thread, but did some other things as well: It's awsome what you can do by tuning all those map constants. My way...
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    Island Chain & Central Valley

    A bit late for a reply (to post #4) and you probably found the solution yourself, but ... At the time the map scripts are initialized Map.GetGridSize() is not known, which generates an error. So we need to call it later, when Map has been created by the game. Two easy changes to correct...
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    Temudjin's Frontend UI Patch

    Ooops! Eastern egg indeed :blush: :blush:. Thanks for the hint glider1. I routinely use Howards 'Multiple Unique Bonuses' mod, and I've put it inside a subfolder for easy access. Obviously I shouldn't have included it. Sorry :hammer2:.
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    Temudjin's Frontend UI Patch

    Happy Eastern. Here's my little egg: (Is it just me, or are there no eastern related smilies on this forum?) :goodjob: New version for patch 1.0.2.44 Gods and Kings. Just in time to become obsolete with the next expansion. :rolleyes: Changes: ---------- Main Menu Screen: - add...
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    I need a way to Randomly iterate through every tile on the map.

    This is how Firaxis did it in MapGenerator.lua: -- Iterate through plots function Shuffle(t) local len = #t; local random = Map.Rand; for i = 1, len, 1 do local k = random(len - 1, "Shuffling Values") + 1; t[i], t[k] = t[k], t[i]; end end local _plots = {}; --memoize table of plots...
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    Temudjin's Frontend UI Patch

    @ llamapower: :blush: Sorry for the late reply , but I don't have anything to say really. I have no idea how civ5 organizes it's files on the Mac.
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    Temudjin's Frontend UI Patch

    :goodjob: New version for patch 1.0.2.13 Gods and Kings. Changes: ---------- MainMenu: - change: 'Exit' button will now exit to desktop immediately InstalledPanel: - fix: initial order indicator (up/down) of the sorting option buttons ('Title'/'Enabled') is now correctly displayed -...
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    Temudjin's Frontend UI Patch

    @ glider1: I wondered about that myself. @ Zyxpsilon: Tanks :). I've put a link into the first post.
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    Temudjin's Frontend UI Patch

    No, sorry. :cringe: - :nono: No more vanilla for me. Probably only the xml-files would have to be changed.
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    Temudjin's Frontend UI Patch

    :goodjob: A new version for the Gods + Kings expansion. I've also added a Quickload button to the Main menu and tooltips showing savegame requirements. Details in the first post.
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    Temudjin's Frontend UI Patch

    :goodjob: For the new 1.0.1.674 Beta :cringe: Apparently I never uploaded the 1.0.1.511 Version. Sorry. :whipped:
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    Temudjin's Frontend UI Patch

    Thanks :)
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    MapScriptTools (.. and Associated Maps)

    Yes. :king: Actually that's fairly easy. For the overwhelming majority of map-scripts it should be enough to follow the steps, which are shown in the 'How To Guide' of my 2nd post. Basically you have to copy a template - that you can find at the very end of MapScriptTools.py - into the...
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    MapScriptTools (.. and Associated Maps)

    Well for 1.01 I added PerfectMongoose_3101_mst and for 1.02 Planetfall_101_mst. I guess I'll try to continue the tradition to bring another script into the family with the next release, which I'm working on, but which will (also traditionally) take a while. So to answer your specific question...
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    MapScriptTools (.. and Associated Maps)

    That's good news :). Thanks Cliffs: Wasn't aware of that, but I'm not very graphical minded. Ok, I will put an extra parameter 'bCliffs' into expandifyCoast(). bulkifyIslands() deals with plots and not with terrain, so it shouldn't matter as long as it's called before the terrain is generated...
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