lonkero173
Junior Pythoneer
- Joined
- Jan 7, 2009
- Messages
- 59
I'll just do a check that there arent any mountains or other non-hills too close (1/2 tiles?), and randomly lower some of the hills resulting, that should be fast enough (you can quit the loop the moment you hit a mountain instead of having to loop through everything etc....)
2 files because that way I can keep the terrain data generation separated from civ functions, and thus invoke the map script on console (having normal python installed) without having to start civ(which stubbornly refuses to reload the script without a restart)
(I used to throw code around two separate files, on of which was stripped of the civ stuff, but its too prone to leaving out some part/overwriting a good change. It also produces extra work)
2 files because that way I can keep the terrain data generation separated from civ functions, and thus invoke the map script on console (having normal python installed) without having to start civ(which stubbornly refuses to reload the script without a restart)
(I used to throw code around two separate files, on of which was stripped of the civ stuff, but its too prone to leaving out some part/overwriting a good change. It also produces extra work)

Should give some idea of why it was way of balance etc. when I first let it out into the wild
what do you mean by "forest still hangs around" though?


)
). Now the system seems to work as it should.