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flavour map script(s)

Chandrasekhar said:
Yeah. Heck, I wish these scripts were included by default in the FfH download.

Yes, that would be very handy. I think the problem is that you have to install the scripts to another location than the the mod. Otherwise it would be probably included already.

I tried the Total Realism mod the days before 0.16 and I really liked its installer. It locates your installation of civ 4 even if it isn't in the default path. Gets it from the registry I suppose. Would be cool to have a similiar installer for FFH. Could be a solution to the problem with the map scripts location as well. Just press th install button, verify the right location of you civ4 main directory and let it do everything else automatically.
 
What kind of land would define the Elohim? I imagine something very Britain-like, with gentle grassy hills filled with sheep.
 
Jean Elcard said:
Yes, that would be very handy. I think the problem is that you have to install the scripts to another location than the the mod. Otherwise it would be probably included already.

The Ancient Med mod gets around this by having you unzip the install into your main civ directory. It then puts most of the stuff in the appropriate mod folder and the maps in the map folder.
 
You actually dont need to make any changes outside of the specific mod folder to include mod specifc maps. No mod should ever write outside of their mod folder.

Its not a problem to include any FfH mapscripts in patch "b". Just let me know which ones should be included. I see the four Dreiche2 has in the first post. Are there any others that should be included?
 
Dreiche, are you cool with me including your mapscripts in patch "b"? Any updates you would like to make before I do so?
 
Any chance of these scripts being updated? I really like tectonics, but I have to modify the resources on each map when I start a game because for some reason it never places sugar anywhere. Also, mediterranean maps have no jungle or tundra resources, and pangea maps have no tundra resources either. There needs to be some allowance for including these, especially gems on the mediterranean map.
 
felwar said:
Any chance of these scripts being updated? I really like tectonics, but I have to modify the resources on each map when I start a game because for some reason it never places sugar anywhere. Also, mediterranean maps have no jungle or tundra resources, and pangea maps have no tundra resources either. There needs to be some allowance for including these, especially gems on the mediterranean map.

You will have to talk to the authors of the map scrips. Dreiche2 did not write the map scrips. He just modified them to make it probable Ljosalfar would start near woods, Lanus near a coast, etc. Whatever the maps scrips do, they did before Drieche2 made them FfH-freindly.

(PS: I am playing tectonics right now and I have quite a bit of a Sugar trade going. I've not played Tectonics much, but this game seems fine. (Large map) FWIW)
 
Unser Giftzwerg said:
You will have to talk to the authors of the map scrips. Dreiche2 did not write the map scrips. He just modified them to make it probable Ljosalfar would start near woods, Lanus near a coast, etc. Whatever the maps scrips do, they did before Drieche2 made them FfH-freindly.

(PS: I am playing tectonics right now and I have quite a bit of a Sugar trade going. I've not played Tectonics much, but this game seems fine. (Large map) FWIW)

Hmmm, interesting, I thought the maps were modified this way for FFH and the resources just ended up a little bungled. And I'm surprised you have sugar. I've been playing on standard size and haven't seen any on about a dozen maps.
 
I tried it, but I don't understand what "fractal" map type (FfH or normal) does. Can anyone explain me ?
 
Thanks for taking the time to mod these scripts -- I've tried several partial games on FfH_Smartmap, and I'm hooked.

One little issue i've had though is a lack of mana nodes, has anyone else experienced this? In my most complete game, conquering about half a Standard map, wiped out 3 AI civs, and only found two nodes. So they're not totally absent but pretty scarce, and none near any of the capitols. I'm not sure I would have noticed if I wasn't playing the Amurites :)

Cheers
Smak
 
Hi dreiche2-

After a little bit of poking around, can I suggest the following small change to your Smartmap script to handle FfH special resources a little more intuitively? (It's actually an additional change to the core Smartmap generator, not to your part.)

Add MANA to resourcesImportantEarly
Remove IRON from resourcesImportantEarly

Change resourcesStrategic from (IRON, OIL, URANIUM) to (IRON, GUNPOWDER, MITHRIL, REAGENTS)

Cheers,
-Smak



The original version:

Spoiler :
##########################################################################
#stuff the user may want to configure

#these are the resources you find only in water tiles
resourcesWater = ('BONUS_CLAM', 'BONUS_FISH', 'BONUS_WHALE', 'BONUS_CRAB')
#these resources should be given more often than others
resourcesCommon = ('BONUS_CORN', 'BONUS_COW', 'BONUS_DEER', 'BONUS_PIG', 'BONUS_RICE',
'BONUS_SHEEP', 'BONUS_WHEAT')
#these resources are important early on, and will place extras unless using one of the 'stricter' options
resourcesImportantEarly = ('BONUS_STONE', 'BONUS_MARBLE', 'BONUS_COPPER', 'BONUS_IRON', 'BONUS_HORSE')
#these are the strategic resources restricted by the 'restricted' settings
resourcesStrategic = ('BONUS_IRON', 'BONUS_OIL', 'BONUS_URANIUM')

##########################################################################


Edited version:

Spoiler :
##########################################################################
#stuff the user may want to configure
#this list edited for FfH by Smakemupagus
#BONUS_MANA replaces BONUS_IRON on resourcesImportantEarly
#BONUS_GUNPOWDER, MITHRIL, and REAGENTS replaces OIL and URANIUM on resourcesStrategic

#these are the resources you find only in water tiles
resourcesWater = ('BONUS_CLAM', 'BONUS_FISH', 'BONUS_WHALE', 'BONUS_CRAB')
#these resources should be given more often than others
resourcesCommon = ('BONUS_CORN', 'BONUS_COW', 'BONUS_DEER', 'BONUS_PIG', 'BONUS_RICE',
'BONUS_SHEEP', 'BONUS_WHEAT')
#these resources are important early on, and will place extras unless using one of the 'stricter' options
resourcesImportantEarly = ('BONUS_STONE', 'BONUS_MARBLE', 'BONUS_COPPER', 'BONUS_MANA', 'BONUS_HORSE')
#these are the strategic resources restricted by the 'restricted' settings
resourcesStrategic = ('BONUS_IRON', 'BONUS_GUNPOWDER', 'BONUS_MITHRIL', 'BONUS_REAGENTS')

##########################################################################
 
ah, I'm sorry, I haven't been active for months, your PM brought me back, Sureshot.

damn, I even missed that Kael was asking to include the scripts... in October :sad:

of course, I wouldn't have had any problem with that, on the contrary!

I'm not playing any civ at the time being, but I see 'fire' is coming along? Maybe that'll bring me back. Otherwise, I'll see if I find some time to update the scripts, anyway.

Still, Sureshot, it shouldn't be too difficult to make your own flavor versions. Unless the map script uses the 'normalizestarting...whatever-it-was-called' function, it's just a matter of copying and pasting my code... I think.
 
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