Can someone make costum continents without ice and thundra?

oyzar

Have quit civ/forums
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Oct 7, 2006
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Ice and thundra can be nice when you want a challenge against the AI, but it is not very multiplayer friendly. I was wondering what would be done to make a mapscript that is basically similar to costum continents(it is a standard mapscript in bts i think) but remove any thundra/ice(and replace it with other land)? Either just the script or explaining how to make a costum costum continents myself would be fine...
 
You can try the full of resources map script. There is an option to remove tundra and ice. Custom continents is included in the script.

Tcho !
 
Does that mean we will get tons of resources? I think i managed to do it now although i didn't do it in the file directly which might be bad..
 
All you can change in the script is optional. If you add no option you get the default map script with better starting locations. After, you can select some options you want to play with. Especially made for MP , there are some options to make the starting locations more fair in MP game. I'll add some other later for terrain and some other stuff.

Tcho !
 
I second the mapscript of Sto : Full of resources!
The best script imo. You can virtually do all you want!

@Sto: not the first time I'm thinking about this but I think the name of the script is somewhat awkward.. this is so much more than just a resource script.. ;)
 
@Sto: not the first time I'm thinking about this but I think the name of the script is somewhat awkward.. this is so much more than just a resource script.. ;)

Yes, thank you, I know :lol:. I was thinking that resources have the same meaning in English (potential). But it seems that means only bonuses. Some others CfC fanatics already told me that, but i don't really want to change the name of the script after 2 years .

Tcho !
 
I'm a native English speaker but I am also confused by "resource" and "bonus". The XML files themselves use them interchangeably.
 
Look in the python script of whatever map generator you want to use, and modify it yourself. Most of the scripts use TerrainGenerator() to generate the terrain. It uses the following default values:

# class TerrainGenerator:
# "If iDesertPercent=35, then about 35% of all land will be desert. Plains is similar.
# Note that all percentages are approximate, as values have to be roughened to achieve a natural look."
# def __init__(self, iDesertPercent=32, iPlainsPercent=18,
# fSnowLatitude=0.7, fTundraLatitude=0.6,
# fGrassLatitude=0.1, fDesertBottomLatitude=0.2,
# fDesertTopLatitude=0.5, fracXExp=-1,
# fracYExp=-1, grain_amount=4):


So, if I want to cut the amount in desert in half, I call it as follows:

terraingen = TerrainGenerator(16, 18)

The 16 overrides the default of 32.
Removing the tundra and snow should be similar.
 
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