Caveman 2 Cosmos

SVN-11114
Some revamp of the world map-script. -- Toffer

@Toffer90

Can you elaborate a little bit on this? Maybe I should make more space maps if the code for the "World" map script has impoved significantly...
On a mathematical level I made big changes in how the elevation map is created, ensuring that you get a very similar result on gigantic map size as on standard map size.
The result of smaller than Huge map sizes should be really similar to how it was before this change. The problem with the old math used was that the biggest map sizes didn't resemble the result one got on the smaller ones at all, seems like the scaling up sent stuff more and more out of whack, having the result that what on standard seemed like a typical continent map would on gigantic look more like an archipelago map, this is now fixed, the minimap will be more recognizable between different map sizes when all other map options are the same.

I also fixed a minor bug not really worth mentioning, as the bug wouldn't be possible to notice on the finished map even though the bug did have an impact on the result.
 
On a mathematical level I made big changes in how the elevation map is created, ensuring that you get a very similar result on gigantic map size as on standard map size.
The result of smaller than Huge map sizes should be really similar to how it was before this change. The problem with the old math used was that the biggest map sizes didn't resemble the result one got on the smaller ones at all, seems like the scaling up sent stuff more and more out of whack, having the result that what on standard seemed like a typical continent map would on gigantic look more like an archipelago map, this is now fixed, the minimap will be more recognizable between different map sizes when all other map options are the same.

I also fixed a minor bug not really worth mentioning, as the bug wouldn't be possible to notice on the finished map even though the bug did have an impact on the result.
Speaking of map sizes.
I checked and found out that the two biggest sizes are disabled in the scripts now.
When I tried simply increasing the numbers in the active sizes, my generated map just froze.
Was it because I was getting out of memory (sadly not as high I would like to have it, only 1GB) - or is there an internal problem with over-sized maps?
 
Immense and Enormous map sizes have been removed for a long time now. . .

When I tried simply increasing the numbers in the active sizes, my generated map just froze.
Don't really know what you tried to do, so all I can say is that you probably did it wrong.
Mapscripts can generate much larger maps without running out of memory, it is when those maps gets filled with cities and units that memory becomes a problem and this of course happens faster on bigger maps.
 
Immense and Enormous map sizes have been removed for a long time now. . .

Don't really know what you tried to do, so all I can say is that you probably did it wrong.
Mapscripts can generate much larger maps without running out of memory, it is when those maps gets filled with cities and units that memory becomes a problem and this of course happens faster on bigger maps.
I set:
WorldSizeTypes.WORLDSIZE_HUGE: (30, 20),
to bigger size.
...
Damn, I think I overdid that, loool.
Like (200, 200) or so.
OF COURSE, it wouldn't work (that's like a HUNDRED-wise increase of size).
Silly me, lol.
Gotta try again with more reasonable scaling, maybe (50, 50), loool.
 
I set:
WorldSizeTypes.WORLDSIZE_HUGE: (30, 20),
to bigger size.
...
Damn, I think I overdid that, loool.
Like (200, 200) or so.
OF COURSE, it wouldn't work (that's like a HUNDRED-wise increase of size).
Silly me, lol.
Gotta try again with more reasonable scaling, maybe (50, 50), loool.
50, 50 will result in 200x200 map - 40 000 tiles. You WILL get MAFs.
Even Pit's scenario (26 000 tiles) is plagued with MAFs past Atomic era
Normally largest generated maps have around 13 000 tiles.
Space maps are bigger, since space portion is much less taxing anyway - probably it would be like playing on regular Gigantic sized map by the end unless you have 500 cities.

You can't have maps higher than 200 tiles anyway - its game engine limitation.
 
50, 50 will result in 200x200 map - 40 000 tiles. You WILL get MAFs.
Even Pit's scenario (26 000 tiles) is plagued with MAFs past Atomic era
Normally largest generated maps have around 13 000 tiles.
Space maps are bigger, since space portion is much less taxing anyway - probably it would be like playing on regular Gigantic sized map by the end unless you have 500 cities.

You can't have maps higher than 200 tiles anyway - its game engine limitation.
Just tried (50, 50).
It shows much less than 100% memory (so not a MAF), yet is "not responding" and has sat there for over 10 minutes "initializing".
So I guess really huge maps are a no-no, at least for the current engine.
A pity, lol.


If we start this topic:
How do I remove civs from a scenario (obviously, Pit's)?
Simply deleting all entries or replacing them with NONE gives a crash.
I'm kinda confused.
Thanks.
 
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Just tried (50, 50).
It shows much less than 100% memory (so not a MAF), yet is "not responding" and has sat there for over 10 minutes "initializing".
So I guess really huge maps are a no-no, at least for the current engine.
A pity, lol.
Games at later stage takes more memory than on earlier stage.
So while big map would be fine in Prehistoric it could be unbearably slow or crash by Medieval era.
 
Games at later stage takes more memory than on earlier stage.
So while big map would be fine in Prehistoric it could be unbearably slow or crash by Medieval era.
No, I meant map's CREATION, lol.
Just freezes and goes nowhere for way too many minutes.
And not a MAF - I checked how much memory was used, way less than 100%.
Anyways, I posted another question:
How do I remove civs from Pit's scenario without getting a crash?
I'm confused, because it was definitely very easy to do so a while ago.
 
No, I meant map's CREATION, lol.
Just freezes and goes nowhere for way too many minutes.
And not a MAF - I checked how much memory was used, way less than 100%.
Anyways, I posted another question:
How do I remove civs from Pit's scenario without getting a crash?
I'm confused, because it was definitely very easy to do so a while ago.
Memory usage on beginning is irrelevant - 200x200 map can be unusable by Classical or Medieval era.
Also memory usage can't be 100% if you have more than 4 GB of RAM - game can use 2900 MB of ram as maximum.

As for removing civs in scenarios its messy thing to do so.
That is you must remove units, cities and tile reveal entries, that were related to removed civ.
Minimal team/player entry looks like this:
Code:
BeginTeam
    TeamID=0
    ContactWithTeam=0
EndTeam
BeginPlayer
    Team=0
    LeaderType=NONE
    CivType=NONE
EndPlayer
 
Memory usage on beginning is irrelevant - 200x200 map can be unusable by Classical or Medieval era.
Also memory usage can't be 100% if you have more than 4 GB of RAM - game can use 2900 MB of ram as maximum.

As for removing civs in scenarios its messy thing to do so.
That is you must remove units, cities and tile reveal entries, that were related to removed civ.
Minimal team/player entry looks like this:
Code:
BeginTeam
    TeamID=0
    ContactWithTeam=0
EndTeam
BeginPlayer
    Team=0
    LeaderType=NONE
    CivType=NONE
EndPlayer
I'll once again try cleaning out the scenario the way I want to play it, but I do recall still getting problems.
Why the heck do we need all those reveals in the first place?
Aren't they, ya know, automatic the moment you actually start the game, and your units "open their eyes" (unless you want MORE revealed area, not LESS)?
Why pre-program that to begin with?
 
I'll once again try cleaning out the scenario the way I want to play it, but I do recall still getting problems.
Why the heck do we need all those reveals in the first place?
Aren't they, ya know, automatic the moment you actually start the game, and your units "open their eyes" (unless you want MORE revealed area, not LESS)?
Why pre-program that to begin with?
Those tile reveals means, that tile was discovered by this or that player.
It is vanilla thing, just that someone forgets to remove them from scenarios.
 
OK, that's it, I'm totally confused.
This map loads fine, but crashes in the last second before it gives control to you.
Can you PLEASE waste 10 minutes and tell me what the HELL is wrong with it?
PLEASE!!!
You had to move your only civ to zeroth "slot" and switch city/unit owner accordingly.
That is there shouldn't be empty entries between players

Also starting location was needed here.
 

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You had to move your only civ to zeroth "slot" and switch city/unit owner accordingly.
That is there shouldn't be empty entries between players

Also starting location was needed here.
Dammit, I HAD thought about both things (and had done those previously, which still raises the question why my previous, separate, attempt failed).
Thank you, really.
Gonna test it now.

Well, it predictably WORKS!
Thank you so much.
I do feel stupid for missing the last two OBVIOUS points, though.
 
Comments - minor - re 40.1. I only joined C2C at v40.0, and I looked for a change file for 40.1 but didn't find it, so some minor impressions:

-Escape key would previously close pedia and menus like F6, now no longer. This is a problem as I'm now playing on laptop with trackpad but I use escape in my desktop games
-Tech tree: graphical improvements noted, but every time the tree loads now (I think) the entire tree must load. I think the prior ability to customize and say I only want to see the ancient to medieval portion with the drop down menus at the right upper part of screen was a great feature. Can that be layered back in?
-saw post comments on tick marks - whatever, it's fine.
-in the BUG automation options, did you remove the possible worker options of automated abatis, fort, palisade, etc? Thank you if so! The game was so long I felt I had to automate workers and appreciate these being removed because I would unclick them always anyway.
-F7 religion menu - this is a later game problem when you have multiple religions in cities and multiple columsn, n F7 without some ability to horizontal scroll I can't see the effect of any particular religion
 
Comments - minor - re 40.1. I only joined C2C at v40.0, and I looked for a change file for 40.1 but didn't find it, so some minor impressions:

-Escape key would previously close pedia and menus like F6, now no longer. This is a problem as I'm now playing on laptop with trackpad but I use escape in my desktop games
-Tech tree: graphical improvements noted, but every time the tree loads now (I think) the entire tree must load. I think the prior ability to customize and say I only want to see the ancient to medieval portion with the drop down menus at the right upper part of screen was a great feature. Can that be layered back in?
-saw post comments on tick marks - whatever, it's fine.
-in the BUG automation options, did you remove the possible worker options of automated abatis, fort, palisade, etc? Thank you if so! The game was so long I felt I had to automate workers and appreciate these being removed because I would unclick them always anyway.
-F7 religion menu - this is a later game problem when you have multiple religions in cities and multiple columsn, n F7 without some ability to horizontal scroll I can't see the effect of any particular religion
I think they revamped the tech tree in 40.1 by a huge leap.
I adore the current solution, because I also hated the previous way of loading.
 
I also hated the previous way of loading.
Not sure what prior feature this refers to; I am suggesting to restore the drop down F6 option to customize and limit what eras in tech tree must load. I'm in prehistory now and do not want to load anything but prehistory +/- ancient tree atm.

Queue feature bug? When adjusting the queue I notice that certain items when I unclick them from queue do not appear back in the city production screen. Here I had chasers in queue but then deleted them to adjust order. Now I cannot build chasers. (I have seen this before and think it will resolve on its own on next turns)
Spoiler :
XzM23QQ.jpg


/edit
 
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