Detailed Worlds

Detailed Worlds 2.12

I've been using small contients and overall I like it but the land masses are too broken up for this game with the way cities and districts work. Playing a large map for 10 with only 8 players and I find that every one is top of each other and there is only room
For 3-4 close cities max.

Also I find that in every game 1 player is completely screwed at the start with their seed in an area where they can only place 1 city due to map details and city states.

Islands are nice but they are very sporadic in terms in usefulness depending on size which varies from game to game.

Is it possible to consolidate all the random 1/2/3 tile landmasses with the other island masses? That way there is always room for cities? As oppose to 1 random tile in the ocean with a resource on it?
 
Thanks for your map scripts Seven. A bug you may wanna fix: sea natural wonders sometimes are spawned next to 1 tile island making them useless .
 
Both resources and natural wonders are handled in the starting plot code. I don't want to edit that file in this mod for compatability reasons but I will add that to my fix list in my Larger Worlds mod.
 
Not sure if it's a bug but I got a couple of snow tiles surrounded by ice on bottom edge of the map. Map script is Detailed small continents, world size is large.
Spoiler :


 
And, speaking of Civ 4! What's up Gekko? I hope you're not here to ask me to support y-wrap again :)

:lol:

I'm not really interested in civ6 at the moment, I think I'll wait until it gets polished with a few patches.

Outside of civ my life is going really well, I hope you're doing great too :goodjob:
 
I've been using small contients and overall I like it but the land masses are too broken up for this game with the way cities and districts work. Playing a large map for 10 with only 8 players and I find that every one is top of each other and there is only room
For 3-4 close cities max.

Also I find that in every game 1 player is completely screwed at the start with their seed in an area where they can only place 1 city due to map details and city states.

Islands are nice but they are very sporadic in terms in usefulness depending on size which varies from game to game.

Is it possible to consolidate all the random 1/2/3 tile landmasses with the other island masses? That way there is always room for cities? As oppose to 1 random tile in the ocean with a resource on it?
Small continents have less land available so players end up closer, especially if you aren't using my "Larger Worlds" for the buffer fix (even on standard sizes). The default starting plot code can put city states as close as 4 tiles which is crazy, other players can end up as few as 7 tiles away (so 5 open tiles between starting settlers).

City states are placed after major civs so the city states will never block players form being placed. If you're using the default starting plot code it's likely running out of decent spots since I increased the minimum fertility requirements for the area around starting plots which is a "soft" limit.

I've tweaked resource generation in the update that I'll be posting here in a few minutes. Strategic & luxury resources need more space than bonus resources but it's "area" based, not "how big is this island?" based. So a cluster of one tile islands can still have resources, although it will be uncommon, but lone islands should be mostly devoid of resources.

Not sure if it's a bug but I got a couple of snow tiles surrounded by ice on bottom edge of the map. Map script is Detailed small continents, world size is large.
Spoiler :


That's the tectonic islands from the original code running, they get placed after all of my clean-up code.

:lol:

I'm not really interested in civ6 at the moment, I think I'll wait until it gets polished with a few patches.

Outside of civ my life is going really well, I hope you're doing great too :goodjob:
It really only needs AI fixes, desperately.
 
Please consider adding an option to separate continents, island plates, chains, etc. with a minimum number of ocean tiles.
 
Is there a way to make this work online? As is, it doesn't seem to do that and I'm not sure why. When launching an online game with me as the host, all other players crash to desktop after they load in. Pretty sad it doesn't work as I really like the new map types and scripts.
 
Is there a way to make this work online? As is, it doesn't seem to do that and I'm not sure why. When launching an online game with me as the host, all other players crash to desktop after they load in. Pretty sad it doesn't work as I really like the new map types and scripts.
Do they have the mod installed also? I play with this mod just fine with my friend in multiplayer.
 
I was able to use it in an MP game as well. In Civ 4 and Civ 5 the only real issue that prevented map scripts from working in MP (no crash though, just out-of-sync) were caused by using random number generators outside of the game's built-in functions so I've been careful to only use them. I did not test all possible combinations of game options so there may be some unexpected results with a "weird" combination of options but there shouldn't be. I also only tested it with this mod and my "Larger Worlds" mod loaded.

Let me know if you can narrow down the cause a little for me so I can try to duplicate it. Once I can duplicate the crash I can usually fix it :)
 
@iambungus If crash logging is enabled, would you be able to determine the cause of the crash from the log file? Tbh I only tried it with one friend, but he had it also installed and enabled - instant crash to desktop as he loaded in.

I'll ask him to try with me later again when he's online and we'll see. We are using a bunch of other mods too but that shouldn't really do anything since it works for me on single player with those. We are also using Yet not Another Map Pack, but we tried with the mod completely disabled and no dice.
 
I'm not bungus! :)

The log file might help but I'll need them from both of you. Moding.log and Lua.log should be the only ones I need. I also may be able to duplicate it if you let me know the game speed, map, map size, options, etc.
 
I'm not bungus! :)

The log file might help but I'll need them from both of you. Moding.log and Lua.log should be the only ones I need. I also may be able to duplicate it if you let me know the game speed, map, map size, options, etc.

You mean imnotbungus. :shifty::hide:
 
hello there!
what do i have to change to slightly decrease ice tiles and increase tundra tiles instead?
 
They are somewhat tied together I believe. When I'm back at my desktop PC I'll write up a quick guide for you.
 
I'm so glad you created an Archipelago map type as it is by far my favorite. But seeing as how in this game land tiles are extremely important can you please make a second archipelago map type that removes 25-40% of the ocean tiles and uses those tiles to make the land formations bigger! When playing on huge and giant maps you end up with so much useless ocean tiles. This would help out so much. Thanks!

I guess it would be cool if there was a many island map that had massively reduced ocean as well since that becomes brutal on giant map sizes.
We need better maps for screenshots :)

These are as of version 1.02, even in the default maps you can see the climate modification with the desert placement and less obnoxious big jungle stripe at the equator.


The tiny maps above show the difference between detailed and standard maps using the same map seed (123456789).


This is the new Small Continents map.

--------------------
Interesting Map Seeds
-1772721411 Pangaea - Detailed

-1577784416 Continents - Detailed
 
I'm so glad you created an Archipelago map type as it is by far my favorite. But seeing as how in this game land tiles are extremely important can you please make a second archipelago map type that removes 25-40% of the ocean tiles and uses those tiles to make the land formations bigger! When playing on huge and giant maps you end up with so much useless ocean tiles. This would help out so much. Thanks!

I guess it would be cool if there was a many island map that had massively reduced ocean as well since that becomes brutal on giant map sizes.
I just started another archipelego giant map. Probably 50-60% of ocean tiles should be replaced with land to make an it awesome when playing huge maps..
 
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