CCTP Maps Development & Discussion

FiresForever

Prince
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This thread is all about the maps component of Community Call To Power

CCTP Maps V2.5 (07 August 2012):

Blue text identifies things that have been fixed for the next release.

Map Issues:
Spoiler :

  • LEM map - needs to have city states, wonders & goody huts locations adding to LEMMapInfo.lua file
  • Real Resource locations has not yet been implemented, if someone wants to do this then you can use worldbuilder to add CCTP resources to the LEM map and then send it to me.
Issues with game setup:
Spoiler :
  • The 'Rise to Powers' currently have no effect, will be added when chrome can decide on balanced options (feel free to brainstorm on here to help him :))
  • (new) Can choose any civ from the advanced menu, bypassing the allowed civ scenario list.(fixed in v3)
  • (new) It is possible to add more civs than the scenario actually allows in advanced setup, doing so might cause problems.(fixed in v3)
  • (new) When selecting "Random Map" it defaults to "CCTP Compatible Maps" map script, this script is part of the static maps. If player does not choose a different map script a blank map will be loaded. (fixed in v3)
General:
Spoiler :
  • The system is not yet fully moddable so do not attempt to add your own maps, yet. It is almost there (fully moddable in v3)

If you want to help, then you can help by:
Spoiler :
  • Reporting bugs not already mentioned
  • Completing the MapInfo files either by posting coords here or by editing the relevant MapInfo.lua file. I have tried to make everything as commented as possible but if you have trouble just say. In game if you hover your mouse over a tile for a few seconds that tiles X and y locations will pop up, or you can load LEM up in world builder and get the x and y from there
 

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  • Map Options Static.jpg
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Brief tutorial for changing starting locations in Legendary Earth Map:

This is how you would add a natural wonder to the Legendary Earth Map:

Spoiler :
The file you need to edit is call LEMMapInfo.lua, you can find it:

Documents\My Games\Sid Meier's Civilization 5\MODS\CCTPMaps (v 2)\MapFiles

Open the .lua file and find this section

Code:
LEMNaturalWonders = {
--This is the list of possible wonders with their starting positions
--Add new Civs before the "end" entry at the end of this list
-- Order: {Wonder Type, x coord, y coord}

--{"FEATURE_CRATER",,}, {"FEATURE_FUJI",,}, {"FEATURE_MESA",,}, {"FEATURE_REEF",,}, {"FEATURE_VOLCANO",,},
--{"FEATURE_GIBRALTAR",,}, {"FEATURE_GEYSER",,}, {"FEATURE_FOUNTAIN_YOUTH",,}, {"FEATURE_POTOSI",,}, {"FEATURE_EL_DORADO",,},
--{"FEATURE_ATOLL",,}, {"FEATURE_SRI_PADA",,}, {"FEATURE_MT_SINAI",,}, {"FEATURE_MT_KAILASH",,}, {"FEATURE_ULURU",,},

{"end",0,0}

}

You then add your wonders as follows:


Code:
LEMNaturalWonders = {
--This is the list of possible wonders with their starting positions
--Add new Civs before the "end" entry at the end of this list
-- Order: {Wonder Type, x coord, y coord}

--{"FEATURE_CRATER",,}, {"FEATURE_FUJI",,}, {"FEATURE_MESA",,}, {"FEATURE_REEF",,}, {"FEATURE_VOLCANO",,},
--{"FEATURE_GIBRALTAR",,}, {"FEATURE_GEYSER",,}, {"FEATURE_FOUNTAIN_YOUTH",,}, {"FEATURE_POTOSI",,}, {"FEATURE_EL_DORADO",,},
--{"FEATURE_ATOLL",,}, {"FEATURE_SRI_PADA",,}, {"FEATURE_MT_SINAI",,}, {"FEATURE_MT_KAILASH",,}, {"FEATURE_ULURU",,},

[COLOR="Red"]{"FEATURE_FUJI", 113,55}, [/COLOR]{"end",0,0}

}
Adding minor civs and changing the major civs starting locations is very similar, just find the relevant section in the lemmapinfo file. Happy modding!

**A tutorial showing you how to add new maps is "coming soon"**
 
Is there an option for random City-State Placement?

No, but i did get permissions from Gedemon to use the YNAEM so i will be adding the giant earth map from that at some point, luckily for all us lazy people :rolleyes: all the civ placements, including minor, are easy to see and extract from it. I will make the "map adding tutorial" and check everything works when adding new maps when i do it :)
 
Is the maps addon still only suposed to display 2 options? Custom and Load? Because I'm getting 3 options again, Single, Custom, Load. there is also no errors in the logs this time. Im only asking because its the Workshop Version im currently "playing" with.
 
Is the maps addon still only suposed to display 2 options? Custom and Load? Because I'm getting 3 options again, Single, Custom, Load. there is also no errors in the logs this time. Im only asking because its the Workshop Version im currently "playing" with.

Ok i just checked the workshop version and it has the 3 options which isn't correct.

In the modinfo it should be:
<HideSetupGame>1</HideSetupGame>
but it is:
<HideSetupGame>0</HideSetupGame>
 
I have added city states to the LEM maps and am now working on adding in the YNAEM maps.

Also I have been sorting out the default options so for example if a map doesn't have real resource locations then it will use random resources by default and disable that check box :)
 
Thought I should post an update here of the new maps added so far for v3:
  1. YNAEM: large earth
  2. YNAEM: standard earth
  3. YNAEM: standard Europe
 
Possible to disable or increase the Time Victory option via this? Been looking for the option in xml/database and cant find it. Only reason I am asking is currently we cant fit a complete game in 500 turns, no matter what I set the tech costs too,(Autoplay).
 
Not sure if it is a map, tech or resource issue (or WAD). Am i suppose to be seeing the mid game resources from the start. I am seeing Titanium poppies and aloe from the start of the game. (Ver V3a). THey use to be revealed by tech.
 
Not sure if it is a map, tech or resource issue (or WAD). Am i suppose to be seeing the mid game resources from the start. I am seeing Titanium poppies and aloe from the start of the game. (Ver V3a). THey use to be revealed by tech.

ATM that is how it is, if they are revealed by a tech later in the game, there will be crashes. This is down too the ReloadLandmarkSystem option that is supplied with the SDK and handles ALL custom resource Art, its bugged and broken, so for now this is how it will be.
 
I have not tested it yet but this hopefully will fix the array issue in the world builder maps.

I don't have access to civ atm so if anyone wants to test it and feedback on if it actually works? :)
 

Attachments

You should be ok going through setup game which i reactivated in the modinfo file, also someone said that the dll needs to be in the root not in a separate "DLL" folder so that needs changing.
 
Assertion failed!

civ5expansion\fireplace\firew...\farray.h
Line: 149

Expression: i<ARRAY_SIZE

Is the message I got after creating a dual size random map in worldbuilder and saving it a Scienerio. DLL included in root, VFS = true. Used the Setup Game option.
 
I can confirm having the problem fixed for more than 256 unit types while loading WB maps in my WWII mod...

(but I'm expecting issues if I try to place unit of types that are above the 256 limit, they use byte I think, and I've seen a comment in the C++ code related to the WB map files structure...)
 
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