Cat-du-fromage
Warlord
- Joined
- Nov 17, 2018
- Messages
- 183
right.. even if it's true, no need to be mean, i was just asking a question.LOL. The very reason I tweaked the map in the first place was to remove those awful south and north canals.
right.. even if it's true, no need to be mean, i was just asking a question.LOL. The very reason I tweaked the map in the first place was to remove those awful south and north canals.
I'm sorry. I didn't intend to be rude.right.. even if it's true, no need to be mean, i was just asking a question.
That's @azum4roll who did that. I'm not that code savvy.No problem, maybe i wasn't clear enough too.
i was more thinking about an option when you set the map : north/south Canal open On/Off, like you did for the strategic balance "Strategic Balance (On, Off) - turns Strategic Balance on or off"
These are the basic values:HI, i heard you wanted some feedback about the 1.16.
First we do enjoy our multiplayer game with the 1.16, there are a lot of improvement about map generation like smalle islands we really like.
Trees: in our opinions the amout of trees is very good now, at least there is no complains about that
Some issues:
-ressources abundant: i'm always tempting to use it but after some test it seems ressources are too much abundant leading to big balance issues about pantheon relying on ressources (god of hunt is op with ressources abundant). maybe ressources abundant should have a little less ressources.
EDIT Only if Communitu ressource placement is selected
-Hills/moutains: there is a balance issues about hills and moutains, with world age 3 billions one continent seems to have all the moutain(at least 90%) and the rest is randomly distributed. also hills are too much abundant even with world age 3 billions(making melee cavalerie useless)
--Adjusting these will generate larger or smaller landmasses and features.
mglobal.landMinScatter = 0.06 --Recommended range:[0.02 to 0.1]
mglobal.landMaxScatter = 0.10 --Recommended range:[0.03 to 0.3]
--Higher values makes continental divisions and stringy features more likely,
--and very high values result in a lot of stringy continents and islands.
mglobal.coastScatter = 0.08 --Recommended range:[0.01 to 0.3]
--Higher values result in more islands and variance on landmasses and coastlines.
mglobal.mountainScatter = 200 * mapW --Recommended range:[130 to 1000]
--Lower values make large, long, mountain ranges. Higher values make sporadic mountainous features.
-- Terrain
mglobal.mountainWeight = 1 --Weight of the mountain elevation map versus the coastline elevation map.
mglobal.belowMountainPercent = 0.95 -- Percent of non-mountain land
-- flatPercent to belowMountainPercent : hills
mglobal.flatPercent = 0.70 -- Percent of flat land
mglobal.hillsBlendPercent = 0.15 -- Chance for flat land to become hills per near mountain. Requires at least 2 near mountains.
mglobal.terrainBlendRange = 2 -- range to smooth terrain (desert surrounded by plains turns to plains, etc)
mglobal.terrainBlendRandom = 0.4 -- random modifier for terrain smoothing
local oWorldAge = Map.GetCustomOption(1)
if oWorldAge == 4 then oWorldAge = 1 + Map.Rand(3, "Communitas random world age - Lua") end
if oWorldAge == 1 then
print("Map Age: New")
mglobal.belowMountainPercent = modifyOdds(mglobal.belowMountainPercent, 0.9)
mglobal.flatPercent = modifyOdds(mglobal.flatPercent, 0.8)
mglobal.landMinScatter = modifyOdds(mglobal.landMinScatter, 2/3)
mglobal.landMaxScatter = modifyOdds(mglobal.landMaxScatter, 2/3)
mglobal.coastScatter = modifyOdds(mglobal.coastScatter, 2/3)
mglobal.mountainScatter = mglobal.mountainScatter / 1.5
elseif oWorldAge == 3 then
print("Map Age: Old")
mglobal.belowMountainPercent = modifyOdds(mglobal.belowMountainPercent, 1.1)
mglobal.flatPercent = modifyOdds(mglobal.flatPercent, 1.2)
mglobal.landMinScatter = modifyOdds(mglobal.landMinScatter, 1.5)
mglobal.landMaxScatter = modifyOdds(mglobal.landMaxScatter, 1.5)
mglobal.coastScatter = modifyOdds(mglobal.coastScatter, 1.5)
mglobal.mountainScatter = mglobal.mountainScatter * 1.5
else
print("Map Age: Normal")
end
-- Get modified odds when you roll the dice multiple times
function modifyOdds(odds, multiplier)
if (odds >= 1) then
return 1
end
if (multiplier <= 0) then
return 0
end
return 1 - math.pow(1 - odds, multiplier)
end
Lux are placed by Vox Populi. Sorry.I would like to see a bit more luxs on the islands the standard map creates. Some of those islands are quite tempting, lots of sea resources, even some stone and the like. But it also takes an incredible amount of naval defense to hold them, so it would be nice to get just a bit more incentive to take them.
Probably a rare case where there was a one-tile island near it that was removed to "open" the inner sea. Can I have a screenshot?FYI: Playing 1.16: Barrier Reef is located up at the north pole ice cap, but without any landmass even remotely near it--no islands, no island mountains, no substantial land at all--only ice cap and ocean.
Hey, some of the issues you mention are from the very first release, you sure you are in the 1.16 version?I fired up a bunch of games last night with this map script. All where on huge size. I messed around with the settings a bunch, but I couldn't get the type of map generation I wanted. I ended up going back to continents. Here are my 2 cents:
- All of the land masses we're like Europe with lots of peninsulas and inland seas or like Indonesia/Austrialia being a chain of large islands. I didn't see any solid continents like Asia, Africa or the Americas.
- Ocean rifts should be wider
- Overall land mass should be less
- Chance of inland seas should be reduced
- Number of offshore islands should be turned down.
local oRiftWidth = Map.GetCustomOption(11)
if oRiftWidth == 1 then
print("Map Ocean Width: Narrow")
mglobal.oceanRiftWidth = 1
mglobal.landPercent = mglobal.landPercent - 0.02
elseif oRiftWidth == 3 then
print("Map Ocean Width: Wide")
mglobal.oceanRiftWidth = 1 + mglobal.oceanRiftWidth
mglobal.landPercent = mglobal.landPercent + 0.05
end
local oWorldAge = Map.GetCustomOption(1)
if oWorldAge == 4 then oWorldAge = 1 + Map.Rand(3, "Communitas random world age - Lua") end
if oWorldAge == 1 then
print("Map Age: New")
mglobal.belowMountainPercent = modifyOdds(mglobal.belowMountainPercent, 0.9)
mglobal.flatPercent = modifyOdds(mglobal.flatPercent, 0.8)
mglobal.landMinScatter = modifyOdds(mglobal.landMinScatter, 2/3)
mglobal.landMaxScatter = modifyOdds(mglobal.landMaxScatter, 2/3)
mglobal.coastScatter = modifyOdds(mglobal.coastScatter, 2/3)
mglobal.mountainScatter = mglobal.mountainScatter / 1.5
elseif oWorldAge == 3 then
print("Map Age: Old")
mglobal.belowMountainPercent = modifyOdds(mglobal.belowMountainPercent, 1.1)
mglobal.flatPercent = modifyOdds(mglobal.flatPercent, 1.2)
mglobal.landMinScatter = modifyOdds(mglobal.landMinScatter, 1.5)
mglobal.landMaxScatter = modifyOdds(mglobal.landMaxScatter, 1.5)
mglobal.coastScatter = modifyOdds(mglobal.coastScatter, 1.5)
mglobal.mountainScatter = mglobal.mountainScatter * 1.5
else
print("Map Age: Normal")
end
mglobal.mountainScatter = mglobal.mountainScatter * 0.00001
local oWorldAge = Map.GetCustomOption(1)
if oWorldAge == 4 then oWorldAge = 1 + Map.Rand(3, "Communitas random world age - Lua") end
if oWorldAge == 1 then
print("Map Age: New")
mglobal.belowMountainPercent = modifyOdds(mglobal.belowMountainPercent, 0.85)
mglobal.flatPercent = modifyOdds(mglobal.flatPercent, 0.75)
elseif oWorldAge == 3 then
print("Map Age: Old")
mglobal.belowMountainPercent = modifyOdds(mglobal.belowMountainPercent, 1.1)
mglobal.flatPercent = modifyOdds(mglobal.flatPercent, 1.2)
else
print("Map Age: Normal")
end
mglobal.mountainScatter = mglobal.mountainScatter * 0.00001
That's a lot more oil than usual. Probably just the work of RNG. There's supposed to be only ~100 oil on a standard map.I'm curious what the standard amounts of each strategic resource are. Oil amount seems particularly high, about double that of other strategics. Is it possible it is being "distributed" twice due to land and ocean plots?
Here's the amounts of each strategic in my game (standard size, strategic balance on, all else standard):
Horse - 90
Iron - 138
Coal - 81
Aluminum - 103
Oil - 211
Uranium - 22
I've been happy with the amount of forests recently, but as someone pointed out some luxuries do seem very rare. Is there an easy way to run simulations of many maps and pull the resource quantities from each?
Thanks for your work on this script. It is my go to map and I hope it only continues to improve!
Civ v toolkit includes a tool for generating maps, but I didn't see an easy way to check resources amount. That's why I wasn't able to balance resources until azum kicked in.I'm curious what the standard amounts of each strategic resource are. Oil amount seems particularly high, about double that of other strategics. Is it possible it is being "distributed" twice due to land and ocean plots?
Here's the amounts of each strategic in my game (standard size, strategic balance on, all else standard):
Horse - 90
Iron - 138
Coal - 81
Aluminum - 103
Oil - 211
Uranium - 22
I've been happy with the amount of forests recently, but as someone pointed out some luxuries do seem very rare. Is there an easy way to run simulations of many maps and pull the resource quantities from each?
Thanks for your work on this script. It is my go to map and I hope it only continues to improve!