Animal generation and a few other questions in v0.25

Belizan

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Jan 11, 2006
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So, I was modifying the FfH map Script last night for 0.25. Nothing at all complicated, just tweaking the resource distributions and playing with the map options available already to get maps I thought were interesting. In the process, however, I ran into a few things that I wasn't sure about.

First off, Nightmares, Toads, Razorweed and Gulagarm. These are special resources that do not appear on their own on the map? (Like the ygdrasil fruit?)

Also, as part of testing what I was getting, I stepped into the world builder alot. One thing I noticed in the map I actually played for a while was that no animals ever got generated. Was that just because I used the world builder, or is there something else going on there?

One thing I was concerned about were the unique specials, but it appears that FFH puts these in itself after the first turn (presumably so it knows where people's caps are), this true? Or did I miss something?

I'll think of some more questions later on 8)
 
The nightmares, toads, etc are Hell terrain resources.

As for the lack of animals, I'm not sure why that happened to you. However I've been noticing a lack of animals in .25 as well. I just played a game with wildlands option set and had almost no animals (I saw one elephant and one bear). I was the elves on a heavily wooded map, so I had a distinct early scouting advantage and found tons of goody huts, yet hardly any animals. Maybe it had something to do with selecting the Labruscum option as well.

By the way, that same game was an Arboria map, and I must say that map type does not work well at all with Archeron in the game. With all that wood to burn, the entire world was continually on fire throughout the game.
 
I think it's labruscum, not the other. Animal generation decreases when barbs are present.
 
Just download it from the stickied modder's guide thread. I don't think it's because of that particular gameoption though. Animals don't seem to spawn often for me lately as well and I don't use labruscum but allways wildlands. I'm sure Kael would appreciate a lot if someone could look into this(at least I do:mischief: ) .
 
Not sure I want to spend the time to setup a full Civ4 dev environment atm.

Back on the subject of things easily fixable in a mapscript, though, are features like burnt woods and ancient forests (and the other new features) intended only to be created via in game mechanisms, or is that something one would potentially want placed by a map script?
 
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