Vehem
Modmod Monkey
- Joined
- Nov 22, 2005
- Messages
- 3,219
Dreiche2's script is very nice, it works and it is easy to implement, but it's not as perfect as Cephalo's in some respects. It just redistributes the original calculated starting locations among the FfH civs according to FfH flavor, while Cephalo's script is actually searching for brand new starting locations fitting exactly a given civs preferences. (At least that's my impression when looking over the code.)
Furthermore, while Dreiches Script only uses the amount of a certain terrain type for finding a good spot for a civilization, Cephalo's considers a lot more parameters. An example of the differences in case of the Ljosalfar:
Dreiche2:
infoLjosalfar.features[IT("FEATURE_FOREST")] = 1
Cephalo:
idealMoisture = 0.75
idealAltitude = 0.23
altitudeWeight = 2.0
distanceWeight = 0.25
needCoastalStart = False
allowForestStart = True
Would be nice to have something like the modular script, created by Dreiche2, combined with Cephalo's fine tuned starting plot finding algorithm.
Aye - though most maps have no concept of Moisture or Altitude - that's a regional setting that Cephalo implemented and is how each region has a different prevalent terrain.
Jean Elcard said:I thought I should give it a try and modified Dreiche2's mapmod for Fall Further and linked it to the PerfectWorld.py script. Seems to work nicely.
If possible the two lizard tribes will start in the jungle, the Chislev will favour the plains now and the Archos will favour areas with food boni nearby.
Thanks for posting this - can I link to it from the main page?
EDIT: It might pay to add a 0.25 - 0.5 weighting to the Lizards for Grassland and Trees as well. Because of the low weighting of Jungle for generating normal start locations, when they are redistributed there aren't many that should have a lot of jungle in to choose from. Grassland/Forest will change fairly quickly and so are basically the "second choice" for terrain.