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

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.
Interesting idea.
So basically, when called, get a mapscript to read corresponding parts of a WB file, fill an iterable and return it to dll.
 
Interesting idea.
So basically, when called, get a mapscript to read corresponding parts of a WB file, fill an iterable and return it to dll.
Yeah, the mapscript could have an option that let's the player choose between different premade maps, like:
1. Earh (Tiny)
2. Earh (Large)
3. Earh (Huge)
4. Middle Earth (Standard)
5. Final Fantasy 7 (Giant)
etc.
The mapscript then use that option to decide what WB file it should interpret and from that interpretation delivers the required data that a mapscript usually delivers to the dll.
A WB file is basically just a text file, so reading it from python shouldn't pose a problem.
The option list could perhaps be created by scanning the personal maps folder and using the names for each WB file as an option parameter.
If there is difficulty in reading the WB file through python, then we could copy the relevant data from a WB filer into a regular txt file meant to only be used by this unique mapscript.
 
Yeah, the mapscript could have an option that let's the player choose between different premade maps, like:
1. Earh (Tiny)
2. Earh (Large)
3. Earh (Huge)
4. Middle Earth (Standard)
5. Final Fantasy 7 (Giant)
etc.
The mapscript then use that option to decide what WB file it should interpret and from that interpretation delivers the required data that a mapscript usually delivers to the dll.
A WB file is basically just a text file, so reading it from python shouldn't pose a problem.
The option list could perhaps be created by scanning the personal maps folder and using the names for each WB file as an option parameter.
If there is difficulty in reading the WB file through python, then we could copy the relevant data from a WB filer into a regular txt file meant to only be used by this unique mapscript.
That'd be pretty cool actually. Would be handy for MP.
 
The option list could perhaps be created by scanning the personal maps folder and using the names for each WB file as an option parameter.
Code:
import SystemPaths as SP
import os
import os.path

def initPackage(szFolderName):
for szPath in os.listdir(os.path.join(g_szModPath, "Assets", "Python", szFolderName)):
try:
initModule = getattr(__import__(szPath[0:len(szPath) -3]), "init")
except:
continue

initModule()

That's exactly the type of thing I was doing. os.listdir(path) will return a list of strings which will be the names of the files and folders found in the path arg (string).
Code:
import SystemPaths as SP
import os
import os.path

def getPrivateMaps():
    return os.listdir(os.path.join(SP.modDir, "PrivateMaps"))
 
Yeah, the mapscript could have an option that let's the player choose between different premade maps, like:
1. Earh (Tiny)
2. Earh (Large)
3. Earh (Huge)
If this ever becomes reality - I'll be really happy.
I literally see no reason why we shouldn't have this, since that's a big part of what C2C represents in the first place - the ACTUAL Earth history.
So good luck and let's see whether it comes true.
 
I will start a new game soon, still good for a long game currently? Or should i wait for some special updates or multimap is comming soon?
 
I will start a new game soon, still good for a long game currently? Or should i wait for some special updates or multimap is comming soon?
Better than it's ever been I imagine but if and when you find problems in a longer game, make sure to report the save and problem.
 
At one point there was an xml option for multi-maps which has been removed. I'm guessin because it did nothing but crash the game. How do I know? I re-added it and turn it on.

GC.multiMapsEnabled() is the xml option in the c++ code.

This is a part of the code for the first part of starting a map. Part of CvMap::reset()
Code:
/*********************************/
/***** Parallel Maps - Begin *****/
/*********************************/
    //Koshling - why do we ignore the map size in MapInfos if there is only 1???  Changed that for now
    //if (GC.getNumMapInfos() > 1)
    if (GC.multiMapsEnabled() && GC.getMapInfos().size() > 0)
    {
        if (GC.getMapInfo(getType()).getGridWidth() > 0 && GC.getMapInfo(getType()).getGridHeight() > 0)
        {
            m_iGridWidth = GC.getMapInfo(getType()).getGridWidth();
            m_iGridHeight = GC.getMapInfo(getType()).getGridHeight();
        }
        if (GC.getMapInfo(getType()).getWrapX() > 0 && GC.getMapInfo(getType()).getWrapY() > 0)
        {
            m_bWrapX = (GC.getMapInfo(getType()).getWrapX()) ? true : false;
            m_bWrapY = (GC.getMapInfo(getType()).getWrapY()) ? true : false;
        }
    }
/*******************************/
/***** Parallel Maps - End *****/
/*******************************/
 
At one point there was an xml option for multi-maps which has been removed. I'm guessin because it did nothing but crash the game. How do I know? I re-added it and turn it on.

Its told it is in development, may take some time... normaly that some stuff is added and removed in development.

Better than it's ever been I imagine but if and when you find problems in a longer game, make sure to report the save and problem.

Ok :thumbsup:, starting new game as USA UEM 4.0 on deity/eternity, letz see if i can build up a superpower now and letz see how long i can keep the world stable with my superpower. Yes i will report all bugs/problems i will encounter.
 
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I will clearly point out here now what is needed with multimap... earth, space and planet maps so we can go from earth to space and then to the moon, mars and so on and every planet should get its own map, should be possible to build the solarsystem and further a galaxy where every planet has a main map like earth. I dont know if that is possible with parallel maps, point schould be develop a way to send units from earth map to space map then to another planet map. So maybe loading a new map and play one turn on this map will be better then running more maps at once, that will be limited by RAM (Ok if the map part is loaded only in screen and then the RAM is cleared again then not). So its possible and should be possible to make a endless deep game with hundreds of maps and planets in a campaign and earth is still playable allways.

So if a civ leaves earth and colonize on other planets they will still in game also if they get destroyed on earth or they may come back to reconquer ground on mother earth.

Also there is a tech instellar travel needed to reach other star systems on the galaxy map. :goodjob: So we need planet maps, solarsystem maps and a galaxy map. :crazyeye:
 

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BUG/PROBLEM:

Old strategy text in harems building.

Edit:

I can build neanderthal culture when i have stone near city but also if stone is not revealed by gathering.
 
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RELEASED: C2C - Ultimate Earth Map V4.1 100% MOD and SVN update compatible.

Changes in C2C - Ultimate Earth Map V4.1 100% MOD and SVN update compatible:


Added 500 starting gold to all civs, that ensures now that every civ has a fair start, some civs getting fast gold by discovering wonders nearby speeding up the early research for them, now every civ has 500 gold by start and dont gets a drop in early research.

Have fun - Pit
 
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Don't like 1 City Tile Start?
 
Don't like 1 City Tile Start?

Scenario has preset starting citys, also AI scouting better now getting gold of wonders, and AI is way better now and deity is harder and more challenging now, startet 10 games now and dont managed to get neanderthal culture as first, i need to get lucky to have a good start so i can survive now as USA at least. :goodjob:

500 Start gold is needed because when a civ discovers a wonder they need about 23 turns to research a tech with the gold they got, without gold you need at start 89 or 169 turns to research a tech. So is a more fair start for all civs, if they discover a wonder then they only get the +gold from the wonder now and no research boost against the other civs.
 
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Scenario has preset starting citys
What does that have to do about not using 1 City Tile Start?
500 Start gold is needed because when a civ discovers a wonder they need about 23 turns to research a tech with the gold they got, without gold you need at start 89 or 169 turns to research a tech. So is a more fair start for all civs, if they discover a wonder then they only get the +gold from the wonder now and no research boost against the other civs.
Have to disagree over this "more fair start" premise. But hey it is your scenario Pit.
 
Have to disagree over this "more fair start" premise. But hey it is your scenario Pit.
The premise is that if you have some nations getting an early boost to gold and others don't have ANY gold to start, then only those early nations have some margin of gold loss that can allow them to maintain at 100% research longer, making the ones that don't immediately start reducing research as soon as upkeep costs emerge. If you give a little gold to all, there's at least some margin there that can allow them all to potentially make up for those upkeep costs enough to find a way to improve income before they have to do it by reducing research. Without having that margin for all to start, some civs are literally predestined to fall behind others based on the map setup itself since some are given some gold from the map right away while others aren't.

At least that's what I think is the case here.
 
The premise is that if you have some nations getting an early boost to gold and others don't have ANY gold to start, then only those early nations have some margin of gold loss that can allow them to maintain at 100% research longer, making the ones that don't immediately start reducing research as soon as upkeep costs emerge. If you give a little gold to all, there's at least some margin there that can allow them all to potentially make up for those upkeep costs enough to find a way to improve income before they have to do it by reducing research. Without having that margin for all to start, some civs are literally predestined to fall behind others based on the map setup itself since some are given some gold from the map right away while others aren't.

At least that's what I think is the case here.
Yeah, there are natural wonders here and there.
Being first to find natural wonder rewards you with gold.
 
Yeah, there are natural wonders here and there.
Being first to find natural wonder rewards you with gold.
So does popping Goody huts. And Every Civ has goodie huts around them. It's all dependent upon how fast and effectively you scout/explore your surrounding area and too pop those huts and islands.

And have you noticed that the AI almost always finds you 1st. As if the coding gives you the player's starting position away to all near and far neighbors.
 
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