How is this coming cephalo?
Any chance starting points would be able to be tied to realistic locations? You know, elves in forests, dwarves in hills, malakim in desert, ect.
I'm wondering if the world-sizes might need some tweaking though. I can comfortably get a good 12-15 civs on a standard map - intentional? I'd hate to see how big Large and Huge maps are... heheh.
woodelf said:Any chance starting points would be able to be tied to realistic locations? You know, elves in forests, dwarves in hills, malakim in desert, ect.
Yeah, with such a high percentage of land on the map I knew that I'd have to make the maps smaller, but I might have to make them smaller still. Glad you liked the exploration phase. I still haven't tried it! Will right now.
Also, I forgot to re-enable the starting plot normalization for this map, so I'm sure some of the starts are going to be horrible. I'll be overhauling that at some point anyway.
You put the files in your C:\program files\Firaxis Games\Sid Meier's Civilization 4\PublicMaps folder or Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\PublicMaps folder.kenken244 said:Where do we put the files?
I tried that but all i get is a map that is all grassland or tundra
I tried that but all i get is a map that is all grassland or tundra
I downloaded the mapmod and extracted into PublicMaps. I downloaded the Dreiche mapmod Creation.py and put it into PublicMaps.
I downloaded the mapmod and extracted into PublicMaps. I downloaded the Dreiche mapmod Creation.py and put it into PublicMaps.
Whenever I start FFH with Dreiche mapmod Creation in my PublicMaps folder, it generates tons python exception error popups, all of them syntax errors in the string in line 1. Just accessing the Custom Game menu freezes Civ.
The thing about FFH is there are good civs and evil civs. I wonder if I can choose the random civs in the map script? Maybe have a custom option of 30%/50%/70% evil civs or something. I'm not sure that's possible unfortunately.