Creation.py map script early rough draft

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.
 
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.

That shouldn't be a problem all, as long I can get a map script that produces a little of everything.

Right now I'm working on some experimental climate rules. Temperature is easy because on a map like this it can follow with altitude, and for that, using the river system to determine altitude is working out well. I've got things 'bumpier' as you go up the river system and I like it so far.

For rainfall, I'm deciding on a spot on the coast that is wettest, and making things drier for each region as they get further away from that spot. I haven't seen the results of that yet. I imagine there's going to be some more experimintation before I'm ready to show anything.
 
Ok, the first playable version is posted on the first post!

I am still using default starting plots and resource placement. I haven't decided what to do about those yet. I know certain Civs have their preferences, but do Malakim really want to start in the desert? I haven't played .30 yet so I'm not sure what new stuff might have gone in that might affect these decisions.
 
I just tried a couple 200 or so turn games, just to see how things play out. Love the map script - this is very appropriate for this mod. Also have played your PerfectWorld (well, Seven05's version, which is (mostly) the same as yours) script many times and really enjoy that as well. Keep up the good work - looking forward to seeing how this progresses. As it stands, for the most part it works as stated. Occasionally you'll still end up in areas blocked by mountains, but I think its actually more strategically interesting that way - assuming you're not trapped inland of course, which would be annoying. Terrain/Weather Patterns are natural and realistic - I love that aspect. Always hated the fractal patternings of most other scripts, they never felt natural enough to me.

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.
 
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.

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.
 
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.

I modified this map to work with Dreiche2's mapmod. To get the mapmod go here and to get the modified creation map script click here. The mapmod will make the civs start in the most flavorful starting spot. All I did was copy a line into the python file. Hope it helps.:)
 
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.

Actually, I plopped in the start flavor script (as did Farmer Bobathan it seems), and the start positions have actually been decent-ish so far. I've been planning on adding more parameters into the base flavor start to accomidate more civs, but haven't gotten around to that yet.

This mod tends to be more entertaining with a fair amount of "barbarian waste-land" - so maybe the sizes aren't a bad thing. Makes for a very challenging start to explore - and with raging barbarians, holy cow, they really start streaming into your lands once that kicks in! Nice experience points for beating them back :D

BTW, on a Standard sized map, I can add 19 civs with still plenty of breathing room. *shrug* maybe no real need to scale it down, just use smaller map sizes for fewer civs. I tend to like lots of opponents, and with a standard sized map its nice to have so many with a minimal amount of lag (on PerfectWorld I can usually place 12 - 15 civs on a Standard sized map - sometimes some civs will get a bit packed in, but for the most part all can expand a bit before slugging it out).

Excellent job - loving this script!
 
kenken244 said:
Where do we put the files?
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.
 
I tried that but all i get is a map that is all grassland or tundra

Sounds like a map crash. One thing that can cause that is an old map script called 'random.py'. This name causes a conflict with the Python random module that is part of the Python system. Rename that file if you have it. I use python random number unless the game is multiplayer.
 
I just had the most depressing game as Bannor. I was ready to build my armies and unleash a crusade against evil as the world's only hope for salvation. First I came in contact with Cardith Lorda, and was relieved that we wouldn't stand alone against all the demons of hell. We shook hands and made an open borders agreement. Then I met Varn Gosam, he had a strange religion but he was basically a nice guy. I asked if he's seen any demons or undead recently, and he said he saw some undead in a lair but he took care of them. Then I ran into the Amurites. Neutral! I told them they must choose between good and evil or suffer the wrath of justice! Dain imediately switched his religion to Order and I said "Oh..... Well then, have a nice day." My industrial heartland was pounding out weapons of iron, and our training yards graduating mighty paladins ready to charge into the very teeth of Hyborem himself. Our rangers moved further into the bush as we braced to meet our enemy at last, but instead we found a very charming lady named Ethne the White who seemed glad to see us. She had seen no demons or orcs but she pointed out a small kingdom of dwarves on a map she gave us. We asked if these dwarves might be harboring demons, but she said "Not that I know of."

What shall we build next fearless leader? Um... Theatre sounds nice... We've been neglecting those perhaps.

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.
 
You know, some of these so-called "good" civs said really bad things about your mother. And your god. If you don't start a purge (which does include taking over their cities for security reasons) soon you have demons and heretics in your empire. You couldn't possibly take that risk...!
 
I've been on a FFH2 hiatus for a bit, but as soon as I get back I am using nothing but this map script.
 
I've loaded this script up the past couple of "Does this really work that way?" checks (haven't actually played in months! But had to test some wierd pre-reqs when I was writing up Unit abilities/requirements). Some incredibly interesting results have come from it.

I wish I had taken a screenshot of the last one, but I loaded up on the side of the map (I tend to always get a corner, I have NEVER been off of at least 1 side though). Anyway, I was in the middle of the Eastern side, there was a single water line seperating me from a desert island in the North-East corner of the map, and my land stretched down to the South-East corner, then over to about the middle of the southern border, another single line of water, then an island that sprawled the western side of the map. All the sides of the map were land except a small section in the middle on the North, and the entire center was water.


I think I would have saved it if I had randomly wound up as Lanun instead of Hippus.
 
I modified this map to work with Dreiche2's mapmod. To get the mapmod go here and to get the modified creation map script click here. The mapmod will make the civs start in the most flavorful starting spot. All I did was copy a line into the python file. Hope it helps.:)
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.
 
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.

That's strange, it worked for me right from the download. Did you accidently edit when you looked at the code? Until I start messing with the default start locations, I definately recommend using the mapmod.
 
Cephalo,

Like your map script. Give a real fantasy game play feel.

I really like your idea below, if that is possible, it could be very cool.

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.

I like the good/N/Evil ratio options.
Also, if you could group them together, ie. Good on the right of the map, neutral in the middle and evil on the left. (Good and Evil on opposite sides of the map.

I think that, along with Dreiche2's mapmod should make it real interesting.
(p.s. does Dreiche2's mapmod accomplish it's goal?)

Great Work!
 
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