Trigan Emperor
Prince
- Joined
- Apr 11, 2015
- Messages
- 438
[Version: 1.0.0.341]
I've been trying to create new map scripts and have noticed a problem that happens when changing the default grain value of the vanilla game's maps.
There are two issues that occur:
1) Rivers will flow into single tile lakes. Often these rivers don't have a name.
2) Rivers won't have names, including rivers that flow into oceans. If rivers don't have names, then it's unknown whether they will get floodplain events or whether Dams can be built on them.
This issue is not rare. Every map script I've tried, such as Pangaea, Splintered Fractal and Fractal, will lead to occurrences of this issue and there are instances on every map I've generated. The issue occurs whether the grain value is lowered (chunkier) or raised (snakier).
For example, here's a couple of examples from the Pangaea map script.
Here are the original bits of code from the map script that I've changed:
Here's what I changed them to:
Here are a couple of screenshots. Firstly, a river with floodplain going into a single tile lake. Notice that the river has no name displayed in the tooltip infobox:
Here's a river with floodplain and no name going into ocean:
I've been trying to create new map scripts and have noticed a problem that happens when changing the default grain value of the vanilla game's maps.
There are two issues that occur:
1) Rivers will flow into single tile lakes. Often these rivers don't have a name.
2) Rivers won't have names, including rivers that flow into oceans. If rivers don't have names, then it's unknown whether they will get floodplain events or whether Dams can be built on them.
This issue is not rare. Every map script I've tried, such as Pangaea, Splintered Fractal and Fractal, will lead to occurrences of this issue and there are instances on every map I've generated. The issue occurs whether the grain value is lowered (chunkier) or raised (snakier).
For example, here's a couple of examples from the Pangaea map script.
Here are the original bits of code from the map script that I've changed:
Code:
local grain_amount = 3;
...
if grain_dice < 4 then
grain_dice = 1;
else
grain_dice = 2;
end
...
if iNumBiggestAreaTiles >= g_iNumTotalLandTiles * 0.84 then
...
local continent_grain = args.continent_grain or 2;
Here's what I changed them to:
Code:
local grain_amount = 4;
...
if grain_dice < 4 then
grain_dice = 3;
else
grain_dice = 3;
end
...
if iNumBiggestAreaTiles >= g_iNumTotalLandTiles * 0.1 then
...
local continent_grain = args.continent_grain or 4;
Spoiler :

Here's a river with floodplain and no name going into ocean:
Spoiler :

Last edited: