C2C: Maps & Scenarios

Well I have said now that we have unlimited resources that some terrain features should be made into resources. Which include ...

- Dates
- Coconuts
- Prickly Pear Cactus
- Barrel Cactus
- Fossils

Stuff that I think should not be converted are ...

- Bamboo
- Seaweed
- Coral
- Savanna

Then there are some I am not sure of such as Tar Pits.

Since there are no improvements for barrel cactus are you sure it needs to be turned into a resource.
 
Edit Ocean spawns are extreme, the ocean filled up with marine life in no time.

Next thing is expansion rate, Spain got to 5, Sumeria at 4, while Babylon/Rome stayed at 1, just as nice plots to expand too, so it may be traits that are holding them back, ill try it with random personalities to see if that changes things, or maybe make them all expansionsts.
 
Deliberate. Used to influence the AI expansion.



This is the bare bones of a map ( no more than a couple of hours to get at this stage) with resources and civs, so has default names, ive been working on text ( Civ city names (Greece is Macedonia starting at Pella, by observing the AI city builds based on the value of tiles i should get the first 3/4 city names in the right palace as they are pulled in sequence from the civ city name list) and barbs with the range of names i want) which will be added for when V22 is released along with more resources placed. Changing landmarks to real life ones i doubt ill get around to doing anytime soon, as there is the whole is why is the bay of Naples when the nearest city is not Naples, Mavinas not Falklands.

Left it playing overnight so will go look and see what occurred.

Re bamboo, is it the first of resource amour bonuses?

Edit Ocean spawns are extreme, the ocean filled up with marine life in no time.

No problem then, just let me know when you get things changed around, and i will include it in a full release. Cause i cant stand stuff because of what i mentioned, sorry.
 
Edit Ocean spawns are extreme, the ocean filled up with marine life in no time.

That's why I suggested the first sea animals should only appear once the first civ gets boat building tech. Especially on GEM there are thousands of sea animlas in the first thousands of years that are of no use whatsoever.
Koshling said they would not increase turn times that much but I can't really believe it as on GEM/Eternity it's literally thousands of turns that thousands of animals are dealt with so at least it feels as if that would somehow slow it down as it adds up...

I mean there is really no reason why sea animals should spawn before the first people have boats to hunt them, right?
 
AIAndy would need to change the spawn system unless you can say what year/turn the sea creatures should start spawning for all map sizes and game speeds.:mischief:
 
No problem then, just let me know when you get things changed around, and i will include it in a full release. Cause i cant stand stuff because of what i mentioned, sorry.
Took a quick look to see what would be involved.

The personlised names is pulled at random and overlaid on the map, and then cannot be edited in worldbuilder ( unless you wipe the entire entry for the tile) , so a clean map is needed with that option turned off, so id have to back track to the very start, as i always play with it on.

New names can be added, so some familiar locations could be added, Major River/ Mtns/Volcanoes, next ill see if they can be added and the personlised ones not displayed by not having the option checked. I they are still in game, just not dispalyed to avoid going back to bare map.

I mean there is really no reason why sea animals should spawn before the first people have boats to hunt them, right?

We can also adjust that with the handicap level, which might be the easy way out, i always play on the same Diff level, so adjusting spawn rates for that level to fill up the map with critters at a rate i prefer ( i *think* we all might differ on that rate) would be one way to go. That way get land and sea at the same rate, with land being hunted first before man get to the Ocean techs.

I wanted to play on smaller maps, and hoped not to have to change many game mechanics, but the sea being wall to wall is a bit hard to ignore.

Or we can give marine life a time start date for spawning,which might be what you prefer which would still give marine life some time to begin populating.
Like for instance:
<SpawnInfo>
<Type>SPAWN_SABRETOOTH_NATIVE</Type>
<UnitType>UNIT_SABRETOOTH</UnitType>
<iTurns>900</iTurns>
<iMaxLocalDensity>5</iMaxLocalDensity>
<iStartDate>-50000</iStartDate>
<iEndDate>-4000</iEndDate>
<bTreatAsBarbarian>1</bTreatAsBarbarian>
 
so it's not possible to set it up that a certain barb only starts to spawn once a civ invents a tech first?

so every sea critter would have to get the code "starting to spawn when boat building is invented by a civ". If you give me the correct code I would add it to all the units, as this should be repetetive action?

I may be wrong but I thought there are other situations like this, for example if a civ reaches another era, the barbs change, so they must be triggered to spawn as rifles then, not as longbows anymore. If sea animals would be bound to start spawning if a civ reaches ancient era (no boats before that anyway), wouldn't be that method applyable, too?
 
The personalized names is pulled at random and overlaid on the map, and then cannot be edited in worldbuilder ( unless you wipe the entire entry for the tile) , so a clean map is needed with that option turned off, so id have to back track to the very start, as i always play with it on

that is completely wrong, i started off doing maps from scratch, and is really easy as pie.

Here is where they are stored in the map (bottom):

Spoiler :
Code:
BeginPlot
	x=114,y=54
	TerrainType=TERRAIN_OCEAN
	PlotType=3
EndPlot

### Sign Info ###
BeginSign
	plotX=90
	plotY=30
	playerType=0
	caption=Eooayratrhai Forest
EndSign

Its just a matter of changing the plots X/Y and the caption or name of the place you want.

I take it you have never seen "my" Mona Lisa" map.
 
so it's not possible to set it up that a certain barb only starts to spawn once a civ invents a tech first?

so every sea critter would have to get the code "starting to spawn when boat building is invented by a civ". If you give me the correct code I would add it to all the units, as this should be repetetive action?

I may be wrong but I thought there are other situations like this, for example if a civ reaches another era, the barbs change, so they must be triggered to spawn as rifles then, not as longbows anymore. If sea animals would be bound to start spawning if a civ reaches ancient era (no boats before that anyway), wouldn't be that method applyable, too?
Only neanderthals and animals use the spawn system at the moment.
The main thing you can change at the moment is the start year for a spawn rule.
Just use a start year by which no one has the techs yet.
 
that is completely wrong, i started off doing maps from scratch, and is really easy as pie.

Nope. Worldbuilder does not allow personlised names to be open for edditting.

Here is where they are stored in the map (bottom):

Spoiler :
Code:
BeginPlot
	x=114,y=54
	TerrainType=TERRAIN_OCEAN
	PlotType=3
EndPlot

### Sign Info ###
BeginSign
	plotX=90
	plotY=30
	playerType=0
	caption=Eooayratrhai Forest
EndSign

Its just a matter of changing the plots X/Y and the caption or name of the place you want.

I take it you have never seen "my" Mona Lisa" map.

Since thats manaully edditting a worldbuilder save, and nothing to do with using the edit functions in worldbuilder, you have to have a written list of locations and names, and then replace them by text edit, which for hundreds of items is something best solved by going back to a clean map without personlised names on it.

The names repeat themselves which is why you see multiples of the same name, so find and repalce with wont work either.

No problem then, just let me know when you get things changed around, and i will include it in a full release. Cause i cant stand stuff because of what i mentioned, sorry.

I want to include the Huns in V22, as the Horse nomads comming in on the top right of the map, so will aim to wrap up the map before you get to V23.
 
so it's not possible to set it up that a certain barb only starts to spawn once a civ invents a tech first?

Dont know how to do it on techs.

You can set any barb to spawn from a resource ( lets call it caves for arguments sack) so you get neanderthals from caves spawning all through the game, unless restricted by time bar. But they can evolve to other unit types by changeing the year start and end date, so they turn into other units spawned from the same place but at different time periods. You could even have them able to build improvement villages, which could then spawn neanderthals next more advanced unit, makeing it important to explore and wipe the base units out to stop them evolving into a real problem.

so every sea critter would have to get the code "starting to spawn when boat building is invented by a civ". If you give me the correct code I would add it to all the units, as this should be repetetive action?

use your best guess as to when civs should on average get to the sea tech`s, and adjust the start spawn time to that, or rather before that so as to have some in play.

Ive placed 2 new civs not ment for human to play, as they have widely apart start points of 3/4 cities, to represent eastern and western minor civs rather than use barbs for them all as it drasticly helps turn times, and makes them ineffective ( start unhappy) but in play with the correct names for where i want them) some of these proto civs ( sicily and Cnossos) have Astrolgy and 2 galleys, so will be reducing the numbers of marine animals by killing them, so Cnossos/syracuse (crete/sicily) will benifit more than a landlocked proto civ, and will compensate for being locked on an island.


Ill let that run overnight to see what effect it has, since a lot is changed in V22 so will wait for that before looking at diff levels etc to change. Also saw that Spain goto 5, Sumeria 4, while Rome and babylon stayed on 1, so will see if makeing random personalties changes that.

since i have no volcanos i could give one to Cnossos, and change the eruption to ruin production to the tiles around it and pretty much end cnossos as a city in the proto civ its in, while makeing them Atlantis for pre history with them boats chopping marine life untill the eruption arrives and makeing them history....that method could fix the meds marine life problem, and then remove the benifacting city so it could well solve it for me.


Well I have said now that we have unlimited resources that some terrain features should be made into resources. Which include ...

- Dates
- Coconuts
- Prickly Pear Cactus
- Barrel Cactus
- Fossils

Stuff that I think should not be converted are ...

- Bamboo
- Seaweed
- Coral
- Savanna

Then there are some I am not sure of such as Tar Pits.

Why so?, only 1 resource per tile ( pretty stingy given the ground scale) just makes it less attractive and blocky visually, than if you can stack some resources with features, which also gives agreater range of tile values, which is very useful.
 
Barbs civ names changed to include no new world, ie Euro/Med/Asian centric names.
2 new non to be played civ added, Eastern and western Barbs that works better than the same number of individual Barb cities. Byzantium moved to Troy as start location.

Savanna belt increased.
 

Attachments

Why so?, only 1 resource per tile ( pretty stingy given the ground scale) just makes it less attractive and blocky visually, than if you can stack some resources with features, which also gives agreater range of tile values, which is very useful.

Because you should be able to trade those resources and build them with the Great Farmer.
 
Because you should be able to trade those resources and build them with the Great Farmer.

Is there a great framer in V21?, ive not seen one so dont know how they work. No ones talking about trade once they are in game.

Im talking about random map generation and placement, and hand built maps. Your talking about game mechanics to do something with it once its in play.

Unless you want dates, for example to only start in Arabia and then be exchanged to Spain by Arab inavasion/trade, and Mexico 1600 and later california 1800 by Spanish invasion/trade. By use of the great farmer exchange method.

Rather than a product of the terrain they are associated with in the random map or placed in GEM acording to era.
 
If your building a scn, and want to know where the AI intends to pick to expand too, look at the worldbuilder saves and see the circles which the AI curently likes for its next city location, since they are picked based ona series of plot vlaues, you can further direct its expansion by adding reources/tweak terrain in the city radius of those already considered by the AI, (which increases its desirability) once you then know the sequence it will pick, you get the right names pulled for the location, of course this only works for the first couple of cities, but its better than nothing.

Heres an early example of what the AI intends for each city.
 

Attachments

That's the idea that you can use great farmers to spread resources from limited regions of the planet to new locations via trade.

Ok. By all means have the,m as both resources for trade, but retain them, as also features.

But there is no need to remove them as features, for map purposes the matrix of stacking them gives a wide range of values that otherwise needs more terrain types to give a grassland, river, high grass, date palm with donkey that can be achived at present by stacking resources with features.
 
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