thadian
Kami of Awakened Dreamers
if you open mod buddy and activate this mod within it, you COULD make a map dependent on this mod, with pre-placed resources right?
sounds fun...
sounds fun...
This is because the randomly generated maps don't have the resource placement that conflicts with CCtP, right? That's why RealNameEarth worked? Is there a way to strip out the parts that conflict with CCtP from an Earth map?
The problem is to do with the number of buildings, when creating a random map the system used to create the world doesn't care about buildings. When starting a static map (created in worldbuilder) the system used is different and this one does care, since these maps can have predefined cities with buildings, at which point it hits a hard coded limit and fails.
So it might be possible to create a "random" map script with constraints such that it could only look like Earth? I don't know much about mapmaking either, so if anybody has a clue, please weigh in.
Even if however Realnameearth uses .lua can't be duplicated, can it be stripped out of the "common files" directory and somehow transplanted into an Earth map that will be compatible with G&K?
Quote:
Originally Posted by tdwn View Post
So it might be possible to create a "random" map script with constraints such that it could only look like Earth? I don't know much about mapmaking either, so if anybody has a clue, please weigh in.
Even if however Realnameearth uses .lua can't be duplicated, can it be stripped out of the "common files" directory and somehow transplanted into an Earth map that will be compatible with G&K?
I have made good progress getting the Realnameearth map and TSL into CCTP. Just need to get all the new civs, city states and natural wonders in and also try to finally fix the marsh tiles missing their graphics which has always bugged me with this map.
I need to grab sleep but if anyone can get a list of all the civilizations, city states and natural wonders now available in G&K it would speed things along .
e.g.
civ:
CIVILIZATION_BABYLON
...
City state:
....
natural Wonders:
FEATURE_GEYSER
...
@kroket: Science has the -50% modifier because the tech tree can only handle techs with relatively low beaker cost; it would crash if that limit was passed. Therefore, the tech cost were cut in half. To compensate, science output was also reduced by 50%. Nothing will completely erase this "penalty," but adopting certain governments will certainly reduce the modifier by a significant amount.
No such thing as a free run with CCTPfor a start the AI plays at prince lvl
Edit:
The - 50% Science that the palace gives, there was a bit more of a reason to this than the overflow cap. Decimatus wanted 1 science per 2 pop, but the game engine does not reconise decimals in the defines for Science per pop so he added the -50% Modifier to simulate this.
^^ Thinking about that Chrome, it is entierly fesible to remove the Science per pop all together and add a Building to ea city that applies the 1 science per 2 pop. That way ppl dont see the modifier and go "WTH is this??"![]()
Unless the radius is stored in the XML files (it is not) (did you look at gamedefines?), I do not think so. Still there is something that may be worth a try: using LUA to forcefully make the city work hexes beyond the 3-hex radius. I would not bet on your success but it's worth trying.
To clarifying things up a little... Regarding the API, only two functions are relevant: the one to make the city work a tile (city:something), and the one to assign hexes to a city (plot:SetOwner). There is of course no "radius" concept anywhere in the API.
I need to grab sleep but if anyone can get a list of all the civilizations, city states and natural wonders now available in G&K it would speed things along.
e.g.
civ:
CIVILIZATION_BABYLON
...
City state:
....
natural Wonders:
FEATURE_GEYSER
...
(it is not)
It is too. CITY_PLOTS_RADIUS (3) there is also CITY_PLOTS_DIAMETER (7), both in Defines.
You mean even with no city on the map, it will failed because of the limit, like for the 256 unit type limit ? you have more than 256 building types in CCTP ?The problem is to do with the number of buildings, when creating a random map the system used to create the world doesn't care about buildings. When starting a static map (created in worldbuilder) the system used is different and this one does care, since these maps can have predefined cities with buildings, at which point it hits a hard coded limit and fails.
yes, RealNameEarth use data extracted from .civ5map using an hex-editor.Realnameearth mod uses its own system that is similar to the random script and doesn't look at the buildings. The map info used isn't in the usual world builder format (.civ5map), but in lua, how that was created i don't know, maybe extracted from a .civ5map
i haven't messed around with making maps much.
You mean even with no city on the map, it will failed because of the limit, like for the 256 unit type limit ? you have more than 256 building types in CCTP ?
yes, RealNameEarth use data extracted from .civ5map using an hex-editor.
On an unrelated note, have you considered integrating stuff from the unofficial patch like the luxury resource counter, Great Person counter, city banners showing the time until border expansion, etc?