schramm
Chieftain
- Joined
- Mar 17, 2020
- Messages
- 27
Wow! Awesome! I'm checking it right now...
It also bothers me that some mapscripts don't add the new features, and decided to remove them. Your converting of this mapscript comes at the right time, because the one I converted from C2C has stopped working for no apparent reasons
It works. Thank you!
Added to the the pool of maps. And you to the credits file
And in case you have a mood to convert any more mapscripts, don't hold yourself back
Edit: I just noticed, that it doesn't place any March terrain only the Swamp features.
No problem, like a said, quick and dirty because I like playing the mod and enjoy the PerfectWorld scripts, but was dissappointed in not having access to all the goodies added by the mod. The key is the AddFeatures() function in the map script's python code. Unfortunately the differences between 3.10 and 3.21 were so big, it was easier just to port over all of 3.21 and back-date the pieces of code that got broken. 3.21 seems to use a MapScriptTools library which doesn't work (or I cannot get working) with the CoM mod. There is also a newer 3.3x version of the script that could be ported over as well, but it uses A LOT of newer terrains and features that would need to be removed. I also noticed the old (3.10) BonusPlacer() really spams out the resources, not sure if it's due to the sheer number of types of resources, or what. BonusPlacer() does have a function for placing down bonuses that got missed, so that there is always at least 1 of each on the map.
Is marsh a feature in CoM? I don't see it in CIV4FeatureInfos.xml
I do notice that there are two (uncommented) features not included in the AddFeatures() python function: Bamboo and Kelp. Are those features that you want added in the map generation?
The problem with adding new ones that weren't originally included in the script, is you need to generate a rule for them, like which temperature zones, rainfall zones, percent chance, etc. I didn't want to generate any rules, just port over existing ones. Luckily it seems the RI version contained all the features of interest.
On another note: I notice that the islands and swamp features have the generic 10% defense bonus, is that desired? I like the RFC method of have islets give a small boost in defense, like 25% (compared to a regular coast tile's 10%). It gives ships (especially privateers) a place to hide and recoup, and gives strategic defense tiles. And I always thought swamp would give negative defense bonuses, units shouldn't be able to fight well in a swamp, no? Although I don't know if the iDefense value can be negative or not.