C2C: Maps & Scenarios

@AIAndy:

i see you do alot of changes to the Mongoose map, is that a really good mapscript to use?
I like the maps it creates. It is Perfect World 3 from Civ5 ported back to Civ4. Bonus placement and starting plot finding is the same as PW2 so I will be able to apply those changes there easily as well.

The change from PW2 is using perlin noise to create the elevation map and a more advanced climate model.
 
With all these current mapscript changes that AIAndy is making, for C2C work properly, which one do you like he best of these and why, whats the advantage to playing on that mapscript from say a different one? I never use mapscript, is why i am asking, i figure i mainly like a starting place of my "own" or where no one is near me, is there anything like that there, and no small island either has to be large. So again whats your type and why?
 
I personally like Perfect World because of the climate zones are much more realistic. Many of the other maps scramble the terrains around. Now with all the new terrain types its even more pronounced. If not a generated map I think I would like a well done Earth map since its obviously going to have realistic terrain placement.
 
I personally like Perfect World because of the climate zones are much more realistic. Many of the other maps scramble the terrains around. Now with all the new terrain types its even more pronounced. If not a generated map I think I would like a well done Earth map since its obviously going to have realistic terrain placement.
Which of the three Perfect World scripts do you prefer?
 
stone seems to be still allowed to be placed on peaks in cfc_perfectmongoose
Hmm, Stone is flagged as valid on peaks in the bonus xml. If that is not supposed to be the case, it is an easy change there. And that should not be limited to PerfectMongoose, all map scripts should obey that (if not, then a check in the code of those map scripts is needed).
 
its just that its inaccessible there, and likely means there is less of it available than supposed, but either way I just wondered why resources would be placed there ;)
Ah, right, it does not check for the game option usable mountains.
Hmm, and even with that activated you get to mountaineering only in medieval times so having some ancient resources there is pointless.
 
Ah, right, it does not check for the game option usable mountains.

You know how to check for those options I trust, if not look at the goody islands python. It checks the village option is on before placing them.

Hmm, and even with that activated you get to mountaineering only in medieval times so having some ancient resources there is pointless.

Last statement is wrong, because it effects city placement for future growth.
 
Last statement is wrong, because it effects city placement for future growth.
Well, it is not pointless but that are resources not placed elsewhere and in some cases crucial resources like Iron or Copper.
Also Obsidian tends to end up nearly entirely on peaks because the rocky or barren terrain without features is rare.
 
@AIAndy

How difficult is it to add an option in the mapscript to place all starting units (turn 1) at a river & coastal location?
 
@AIAndy

How difficult is it to add an option in the mapscript to place all starting units (turn 1) at a river & coastal location?
For the perfect world scripts try increasing these values (in the scripts):
#Coastal cities are important, how important is determined by this
#value.
self.CoastalCityValueBonus = 1.3

#River side cities are also important, how important is determined by this
#value.
self.RiverCityValueBonus = 1.2


If you like, I can also expose a custom map setting to boost those values.
 
The 200bc Mystery continues!

I've been editing the map a bit more, and when I select it to start, I get this (below). A game view, but without units or any interface to speak of. I can enter the world builder and see that only europe is loaded, the rest of the world is blank, as though it just gave up on making the rest of the map. I want to fix this. How does one turn on logging?

Spoiler :
errorfu.png
 
For the perfect world scripts try increasing these values (in the scripts):
#Coastal cities are important, how important is determined by this
#value.
self.CoastalCityValueBonus = 1.3

#River side cities are also important, how important is determined by this
#value.
self.RiverCityValueBonus = 1.2


If you like, I can also expose a custom map setting to boost those values.

I set them to 1.5 and that DID place my starting unit at a river coast, so that might be all it takes. I wish I could do that for Planet Generator though (I didn't see a similar value in the PY for it-- or one I could interpret). I have better luck with smoother maps with that. The PerfectMongoose map I just made looked like two long, fairly thin snake continents on the world with mountain mazes all over the place.
 
Someone (AIandy) should check the starting position on the mongoose script. It gave me a big continent on Large map scale, and there are NO other civs on it, I have explored completely. Doesn't seem good to me, thankfully I'm not too far so a new game isn't that painful. I can post a save if needed tomorrow.
 
I noticed in one map script (C2C_Tectonics) that goody islands are being placed under sea ice. This should not be happening as I had a fix to stop it happening.
 
I just created a new game with C2C perfect world mongoose and it has generated swamp in the ocean (not even coast - ocean)!

Save game attached in case that's useful (this is the start of turn 1).
 
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