C2C - UEM - Ultimate-Earth-Map 100% MOD and SVN update compatible by Pit2015

"And again, if you want to experience a precursor to the multi-maps space exploration system, the mod is capable of working with some great space maps that are included in the Maps and Scenarios sub-forum. Our core map-scripts don't generate off-world locations but with these scenarios and maps you can explore out into space and beyond now. As noted, we've had a lot of new development work on these this cycle as well."

@Thunderbrd and others... Multi-maps is progressing? Looking forward to add a spacemap and planet maps to UEM to boldly go where no one has gone before.
 
Map is all good. You just forgot to update description.

And yeah we have billw, who is professional programmer and is fixing code.
Now turn times are much faster and memory usage was optimized.

There is still a lot of room for improvement.

As for multimaps I'm not sure how they would work on existing scenarios.
 
Map is all good. You just forgot to update description.

And yeah we have billw, who is professional programmer and is fixing code.
Now turn times are much faster and memory usage was optimized.

There is still a lot of room for improvement.

As for multimaps I'm not sure how they would work on existing scenarios.

Yes i fixed that already and added Robinson Crusoe isle fast to map. Sounds good. :goodjob:
 
@Thunderbrd and others... Multi-maps is progressing? Looking forward to add a spacemap and planet maps to UEM to boldly go where no one has gone before
There's progress being made in that direction but I don't want you to think it's right around the corner. As Rax explained we haven't really yet considered how scenario predesigned maps would play into that... interesting point to consider. At the moment it was all going to be completely random past earth and that's probably the first step to design that but then we'd likely want to then further design it so that you could add scenario maps that are set to go into effect when the game needs a new map rather than randomly generating. That could certainly be interesting.
 
There's progress being made in that direction but I don't want you to think it's right around the corner. As Rax explained we haven't really yet considered how scenario predesigned maps would play into that... interesting point to consider. At the moment it was all going to be completely random past earth and that's probably the first step to design that but then we'd likely want to then further design it so that you could add scenario maps that are set to go into effect when the game needs a new map rather than randomly generating. That could certainly be interesting.

Do it so that earth can be still played and can develope further, best so that all remaining civs on earth that reach space can go out and colonize new planet maps via spacemap but earth should still playable also.

(Play one turn on earth map -> play one turn on space map -> play one turn on a colonized planet map -> play one turn on earth map again) And make it possible to send units from one to next map. :)
 
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(Play one turn on earth map -> play one turn on space map -> play one turn on a colonized planet map -> play one turn on earth map again) And make it possible to send units from one to next map.
Wouldn't be a matter of turns. Would be that you can switch between the maps at will and you take one combined turn on all maps THEN end your turn.

Don't pretend it's not a HUGE project and a big part of what all of our work is leading up to. It's not like it can just be implemented overnight. We're finally starting to overcome some major hurdles and you see the rate of progress on this thing. But you also haven't seen us quit have you?
 
Wouldn't be a matter of turns. Would be that you can switch between the maps at will and you take one combined turn on all maps THEN end your turn.

Don't pretend it's not a HUGE project and a big part of what all of our work is leading up to. It's not like it can just be implemented overnight. We're finally starting to overcome some major hurdles and you see the rate of progress on this thing. But you also haven't seen us quit have you?

Hmm... if it frees the RAM every time you switch a map it is ok, if not its a problem then it will be limited, making a turn on each map and load next map will make it possible to add endless maps because memory only needs to support one map. If you get the engine to 64bit it may look better...

Yes will need time, i am still here so you haven't quit. :thumbsup: Good job so far, looking forward to expand further.
 
if it frees the RAM every time you switch a map it is ok
Exactly the hurdle BillW has been solving in the last month or so. He's doing it for the map in general when you pan about but the same work applies to this side of things as well. His is on the graphic side. We are also looking at ways to enable the game to track a hell of a lot more units and such without hitting MAF points, and that's another major thing to address if we're going to get this done right.
 
How do I clean this map for randomized civs?
Merely deleting the civ names in the beginning kinda causes crashes, because there's "revealed by civ" (or whatever) notes on PLOTS, which malfunctions.
Do I need to open it in WB and manually delete all the starting positions?
Kinda boring.
MAYBE I'll try, though.
 
How do I clean this map for randomized civs?
Merely deleting the civ names in the beginning kinda causes crashes, because there's "revealed by civ" (or whatever) notes on PLOTS, which malfunctions.
Do I need to open it in WB and manually delete all the starting positions?
Kinda boring.
MAYBE I'll try, though.
there used to be somewhere on Fanatics in some main section, whereas u can use a file and go thru all the entries and delete them, u can also use Notepad and open the map and go thru each "reveal" entry and delete that also, its been like 8 years since i have done any of that . .
 
How do I clean this map for randomized civs?
Merely deleting the civ names in the beginning kinda causes crashes, because there's "revealed by civ" (or whatever) notes on PLOTS, which malfunctions.

There is a utility program, I think it is called "Save Cleaner" which removes a lot of things from your WB file.

Look at RidetheSpiral23's "Map Making Tutorial" thread. If I remember correctly, you need to have Java (from Oracle) installed to run it.
 
How do I clean this map for randomized civs?
Merely deleting the civ names in the beginning kinda causes crashes, because there's "revealed by civ" (or whatever) notes on PLOTS, which malfunctions.
Do I need to open it in WB and manually delete all the starting positions?
Kinda boring.
MAYBE I'll try, though.

Randomized gameplay sucks, because you will always start in the same locations.
 
Randomized gameplay sucks, because you will always start in the same locations.
That IS a part of my question.
I want to make TWO more versions of that map:
1. A totally empty map with NO presets whatsoever, like a newly made Random Scenario map - just not RANDOM.
Merely wiping every civ data somehow DOES NOT HELP.
This is for public use - basically a Clean State Earth Map.
It would be rather useful for many different runs.
2. A map with ONE preset civ for my own use.
Kinda the same idea like "me -vs- world", but a bit more specific.
Also failed so far.
I seriously don't get what AUTOMATIC whatever gets triggered behind the scenes here.

EDIT:
Just realized I was talking to the AUTHOR himself, lol.
So, even you can't help me, or what?
And cheers for such a great map. :)
 
1. A totally empty map with NO presets whatsoever, like a newly made Random Scenario map - just not RANDOM.
Sounds like what you want is best achieved by making a python mapscript that always make the same map based on the scenario file in question.

Then starting positions would be entirely randomized; and the number of civs, and what civs specifically, will be customizable.
 
Sounds like what you want is best achieved by making a python mapscript that always make the same map based on the scenario file in question.

Then starting positions would be entirely randomized; and the number of civs, and what civs specifically, will be customizable.
Pretty much many people's dream coming true, lol.
We'd get a fully developed Super Huge Earth Map - but without the restrictions of WHO gets to be ON it.
But it is weird that I certainly remember how some years ago it was NOT hard to make an empty map.
Heck, there are still some included in the mod itself.
But when I tried copying the preset style - it either crashes or has dumb outcomes.
I really wish we had a way of playing a preset map without any preset civs on it - OR an easy way edit it to include whatever we want for it.
Modders, guys, is it hard for ya to do? :)
 
Modders, guys, is it hard for ya to do?
Pretty far outside of the realm of things I'm working on and am familiar with. Maybe someone else could pull it off.
 
But do YOU like the idea itself? :D
I'm surprised it's not already possible but I don't usually use preset maps. Perhaps in part for this reason.
 
I'm surprised it's not already possible but I don't usually use preset maps. Perhaps in part for this reason.
The weird thing is that I definitely remember editing a map exactly in the manner I'm discussing here - to make one-civ tests.
In fact, I just checked, I AM currently playing such an edit.
The only real problem is that you (well, I) can't combine ONE PRESET CIV with ALL RANDOM CIVS on the *same* map.
The map I'm currently testing has ONE civ available for playing as Team 0 - and nothing else, which is CLOSED from Team 1 and down.
So the actual question is how to make SEPARATE conditions for different civs within ONE map.
I hope it was clear enough.
 
Far outside of the realm of my understanding and not something I'd look into myself. Can't fully say I even understand what you're looking for exactly since I don't usually use preset maps at all.
 
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