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Desktop Atlas

lzd

Chieftain
Joined
Mar 22, 2011
Messages
23
Hi everybody!

I got acquainted with this wonderful mod a couple of years ago, and despite it repeatedly humiliating my Civ ego, I've played it plenty.

The online atlas was a wonderful resource, but its performance was awful (at least in my slow browser :), so I set out to build a desktop version. Inspired by the Excel version recently released in this thread I decided to finally release mine as well. Along the way I added the following features in addition to the UHV:s:
  • Integrated the stability maps from the wiki.
  • Added the ability to see what the city name would be if a certain civilization founded a city in a certain square (extracted from the tuple in the source).

The atlas was created with the Qt framwork and should work across all platforms. It is open source, available under version 2 of the GNU GPL. Source code and Windows/Mac binaries are available at http://www.ludd.ltu.se/~exdeath/rhye/. It is lacking a proper homepage for now, but something more palatable might show up there as well.

At the moment, the Windows version is only lightly tested. The map is 3D-accelerated, which might cause problems in some setups.

Feature requests and bug reports are welcome :)
 
Win, also could you have instructions how to do this with modmods?
 
Win, also could you have instructions how to do this with modmods?
Adding additional civilizations to the atlas shouldn't be too hard, although there is no way to do it right now short of editing the source. UHV:s are hard, stability much easier. See below for how hard city names are.

Come to think of it, I may have a more generalised design in mind for stability maps in general. If there's demand, I might implement it. If done, adding a new stability map would be as easy as adding a GIF image of the same format as used on the wiki.


Awesome!

Is there a way for me to substitute my customized CityNameManager for the one created by Rhye?

The file city_functions.cpp (which does the mapping from coordinates -> name) is currently built by a dirty script based on the actual CityNameManager.py included in the mod. I may clean it up and add it to the repository some day, then adding the functions for your (custom civ?) city names will be done simply by adding a string to an array at the same index as in the tuple. Hooking the functions into the relevant files afterwards should be fairly easy for a coder.

Sadly, I do not see an obvious way of making this part of the program more modular at the moment.
 
By modmods I meant like RFC:Europe and SoI that use very different maps
 
Very nice indeed. I only wish you'd released it sooner!

One suggestion: in city name mode, could you highlight which squares have names?

Oh, and I've added this to the wiki, hope that's okay.
 
Spawn zones are the same as core (dark green in the stability maps).
 
By modmods I meant like RFC:Europe and SoI that use very different maps
Well, a different basic map shouldn't be too hard, is there a picture of the Europe map around in fairly high quality? As long as its dimensions are divisible 24 it will fit right in. Of course, UHV:s must be done by hand, but basic map + stability can be done quickly.

Úmarth;10332347 said:
Very nice indeed. I only wish you'd released it sooner!

One suggestion: in city name mode, could you highlight which squares have names?

Oh, and I've added this to the wiki, hope that's okay.
Hmm, adding an overlay for plots with names might be done, I may be able to get some hacking done tomorrow afternoon. I have a dirty solution in mind, and if it is fast enough I might throw it in.

Adding it to the wiki is more than fine, thank you!

It could use a way to show the spawn zones but other than that I love it.
Yes, that was the one feature missing that largely held back my publishing of the atlas, since I wanted it to have at least all the features of the browser version. The GUI elements of this are in the development version, but the actual drawing of the spawn areas are not, mostly since that is the most boring part of the program :)
 
Then the maps are wrong or I have no idea what dark green is supposed to mean.
 
I think the difference between dark green (core) and light green (non-core historical areas) is to do with other civs rather than your civ. So, for America there's no difference in stability between settling in Canada or the US. But England will get massive penalties for settling south of Canada, in America's core. That's why there's a constant red zone on all the stability maps corresponding to other civ's core areas.
 
The effect of the core on stability is that you suffer a penalty if you allow foreign cities there, else it's completely identical to the light green historical area (okay, there are special cases like Russia where the core also covers tiles that are not in your historical area for whatever reason).

But the American core still doesn't extend to the West Coast, so I'm still puzzled what the dark green in the stability maps is about.
 
The ability to highlight plots with names has been added, new executables up. Speed felt decent enough, report any sluggishness you encounter.
 
Good job, not sluggish at all compared to the website. I know it's slightly off-topic, but only very slightly as the program brought me to double check the stability colors again. Every time I look at the code I seem to miss something. Mind if I ask it here, since the discussion is going on? My current understanding of unmodded RFC is:

Spoiler :
CORE (Dark Green):
Req.: 400+
Effect: no penalty; -7 per city lost

HISTORICAL (Light Green)
Req.: 90+ and not in tNormalArea of any other civ
Effect: no penalty

CONTESTED (Yellow)
Req.: 150+ and tNormalArea of another civ
Effect: -1 per city

OUTSIDE (Orange)
Req.: < 90
Effect: -0.285 per map tile beyond 32

FOREIGN (Red)
< 150 and in tNormalArea of another civ (or is it 400+?, and this is also part of Yellow?)
Effect: -3 per city


Is that right? Numbers are from settlers maps, tNormalArea is the extended spawn zone set in Consts.py [EDITED since I checked the core penalty again]

There's some overlapping too, which I think cannot be accurately presented on the map, i.e. some areas are effectively both Red and Orange, and you get the penalty for both.
 
How do you get it to show city names? I can get it to highlight tiles with city names possible, but can't figure out how to see what the city would actually be named. What am I missing? Thanks in advance!

EDIT: Nevermind. I found it.
 
This is how DoC's display handles it:
Spoiler :
Core area (dark green): within your core as in tCoreAreas.
Historical area (light green): settler map >= 90 and not in an enemy core.
Contested area (yellow): settler map >= 90 and in enemy core.
Foreign area (orange): settler map < 90 and not in an enemy core.
Foreign core area (red): settler map < 90 and in enemy core.

I'm now not sure if it should be tCoreAreas or tNormalAreas in the four latter categories. It's all about the possibility of respawn, and the area that flips to a respawning civ is determined by tNormalAreas, but isn't the check if a player can respawn only made against cities in tCoreAreas?

And how did you get the different thresholds? 90 is the only one I've seen referenced in the stability code (at least that's how I remember it).
 
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