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flavour map script(s)

Hmmm, something that has been a problem with these map scripts for a while has been a lack of certain resources. For instance, tectonics never has sugar (possibly other map types as well), pangea can be without fur/deer, mediterranean tends to be missing jungle resources, etc. I realize some of these types are linked to climate, but is there any chance of adding a map checker to the script to ensure that all resources exist on a map?
 
well, in principle, everything is possible :)

Just to clarify (you probably knew that), what you mention is not an issue of the flavor module, but of the basic map scripts. And especially now that the flavor module really does nothing else but redistributing the starting positions, it's also not really in the scope of it.

Basically, in the last months I was a little bit too busy (=lazy) to update the code, so I'm pretty happy now that with removing the non-flavor functions and moving everything into an independent module, it's much easier to maintain. What you're talking about would mean to twiddle with the various scripts again, so I'm probably not going to do that.

So bottom line is, when there is a problem with vanilla civ resources (like sugar) or other standard bonus/strategical resources that don't need FfH specific treatment, I suggest you mention that in the threads of the original map scripts.

Of course, no one will stop you from posting some FfH specific modifications in this forum ;)
 
Anyone else been noticing strangeness with the floodplains?

I've been in a rather fickle mood so I've tried a lot of starts recently. I tried a large number of starts with Dwarves and Elves (on moduled continents and fractal maps). A high percentage had floodplains, which is not what I was looking for (hills or forests). Then I tried a bunch of starts with the Calibim wanting floodplains (to pump up population) and never got more than 2 squares and generally none. This seems strange to me. Any thoughts on why this might be? Some amount is random, I'm sure, but this seems like too many occurences to be pure randomness.
 
yeah, the Malakim should usually get the most flood plains.

As for the dwarves getting flood plains often, I only can think it is random or an indirect consequence of something else... for example, elves get many forests, so there is one spot less available that is 'non-deserty' for the dwarves, if you know what I mean.

I don't think that hills are more likely to come together with deserts, however (which of course would be another explanation).

Another apparent problem with dwarves not getting... uh... dwarfy starting points is that from my experience on many map types there simply are no very dwarfy locations. You usually just have some spotted hills in the area, but no mountain ranges or the like. That's why I like the idea behind the tectonics script, which gives you exactly that (though unfortunately it lacks in other areas, at least the last time I looked at it).

So if you want to get a feeling for if the module works it is best to start some games and then open the worldbuilder to compare the various starting positions.

Btw, it might make sense to have the dwarves dislike deserts somwhat, maybe.

Finally, having the Vampires start in deserts is probably not very flavory. You probably didn't suggest this, either, but I just wanted to mention that if you really want it this way for your games, try to hack your preferences into the module. It should be straight-forward by looking at the other races' settings.
 
Btw, it might make sense to have the dwarves dislike deserts somwhat, maybe.

Finally, having the Vampires start in deserts is probably not very flavory. You probably didn't suggest this, either, but I just wanted to mention that if you really want it this way for your games, try to hack your preferences into the module. It should be straight-forward by looking at the other races' settings.

Well, there is a general problem that the game is based on high-fantasy setting, which generally involves European-esque features. So there is a lot more jungle and dessert than civs that fit that mold. I could imagine fairly well Malakim on the flood plain: think of Pharohs as vampires and their slaves as... their slaves. It worked in my head... at least better than dwarves on flood plains.

Of course, what we really want is a map script written for FfH with the right resource distribution, right type of features, etc...
 
Hi dreiche2!

Thanks for the flavor scripts. They are great. I successfully created a FFH terra.py that references the starting locations using your directions. It works great. However, I tried to make a modified Panagea.py that used the flavor starting locations. I think I did everything right - I have the Ffh_flavor_mapmod file and I cut and pasted the block of text (uncommenting by removing the #). But when I run my new FFH pangea map, the map is all grasslands with only rivers. The regions immediately around the players have features - resources, forests, jungle etc. but the rest of the map is just plain grass. Also, no oceans or coasts. When I run the vanilla panagea its fine. Any clue what might cause that?
 
This 'all grassland' effect occurs when there is any error in the map script.

Supposed you made no typo while copying and pasting (incorrect indentation etc.) the only reason I can think of is that normalizeStartingPlotLocations() is already used in the Pangea script. I'm not at home right now, so I cannot check that, but I'll do this evening.

If that's the case you have to remove/comment-out (by adding # in front of every line) the code of the function so that there is no conflict with the module. Usually, this function is only used to place teammates close together, so it's not that important*. Although, when I think about it, I don't know why it should be used in the Pangea script, but who knows.

You can also turn on Python error messages, then you get a message about in which line of the script the error occurred during map creation:

4. If you are noticing an issue please make sure you have python popups enabled so we can see what the real error is. To enable python popups in your CivilizationIV.ini change:

Code:
; Set to 1 for no python exception popups
HidePythonExceptions = 1

To:

Code:
; Set to 1 for no python exception popups
HidePythonExceptions = 0

*Just to clarify regarding the normalizeStartingPlotLocations(),it works like this: If this function is not used in a map script, civ uses the 'default implementation' of the function. As far as I remember this means that when there are teams with multiple players in the team, civ chooses neighboring locations for teammates from the starting locations determined by the map script.

If however the function is used in the map script, civ does whatever is stated there instead. So I for my part used the function to do the flavor positioning.

Most map scripts don't use the function (i.e. don't re-implement it), and thus implicitly use the default implementation, which I can then override in my module. I can only remember one case that used it. There the function was used to make sure that teammates are not only close together, but also on the same landmass.
 
Most map scripts don't use the function (i.e. don't re-implement it), and thus implicitly use the default implementation, which I can then override in my module. I can only remember one case that used it. There the function was used to make sure that teammates are not only close together, but also on the same landmass.

Thanks for the quick response! That is good to know. I am wondering if that might be the problem - that the panagea uses that script. Defnitely let me know if you get a chance to take a look at the panagea script. I will too but I am a python dummy :) .
 
well, it's just a matter of searching for a string in a text file :) , but I just had a quick look, and no, I couldn't find it. I suggest you enable the Python error messages and post what you get. You can also post your modified map script and I'll have a look, but I won't be able to really run it 'till tomorrow evening the earliest.
 
Ok, so I enabled python messages. Here's what I got:

File "<string>", Line 1
import FFH Pangea

Syntax Error: Unexpected EOF while parsing

I double checked to make sure no extra spaces or anything. The terra map with the import to the FFH script works ok, so still not sure why its not working with pangaea.
 
file "<string>" ?

that looks strange, and seems like he aborted loading the map script at the very beginning. (EOF=End Of File). Maybe there's something wrong with the actual name of the file?

Ok I made my own FfH_Pangea, and no problems so far:

View attachment FfH_Pangaea.zip

However, I'd like to ask you a favor: Could you upload your version anyway? I'm curious where the error comes from...
 
Hi drieche2! Thanks. Ok, I think I may have figured out the error. I think the map script was fine. I noticed your file was named Ffh_Pangaea. Mine was FFH Pangaea. I take it the file name can't have a blank space? I renamed my file FFH_Pangaea and it worked fine.
 
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