flavour map script(s)

hmm.. i just don't want to mess it up heh

fire is out next friday, so you should definately get back into such.

we've been playing lots of Lakes multiplayer games, and flavour starts would be amazing there (i play the svartalfar and keep ending up with amazing lanun starting positions with like 12 fresh lake tiles lol)


what exactly would i have to do to copy paste it? i looked at the script but its the first time i ever looked at a map script.. guess i should compare yours to a normal one...
 
well, have a look at FfH_Continents, that is the simplest one. If you scroll down a little bit, you should see something like this:

Code:
##########################################################################		
##########################################################################		
##########################################################################		
##########################################################################		
##########################################################################		
##########################################################################		
########################### FfH part below ###############################

Well, that's supposed to mean that the FfH code I added starts below ;)

Now, simply copypaste this and everything below at the end of the other script. Just make sure that the indentation is unchanged. This is part of the syntax (it can even make a difference if a tab or several blanks are used!).

As far as I can see there is only one thing that could go wrong. Basically, I redefine the civ normalizeStartingPlotLocations() function. Everything else is new helper functions (or even classes) that I added. Now, when the script you want to modify itself redefines this function, then these definitions clash.

As far as I remember this function is per civ default used to place team members close together, and only few map scripts redefine it (I only encountered it once. I think in some continents variant where the map script wanted to make sure that the team members are placed not only close together but also on the same landmass...).

Even if the map script uses that function, you could simply delete it and hope that whatever was implemented there was not important.

Only one thing I want to ask you: If you're going to redistribute it, make sure there are some (improvised if necessary) comments in the script that credit the original authors. I wouldn't mind some credit either, of course :) . Then add yourself as the one who adapted that specific script, so that you are the one that gets blamed if something goes wrong ;)

But, who knows, maybe I'll get to it this weekend. I mean, as you can see it isn't really much work. Most work for me would be to check if everything is still consistent with the new versions, if new script versions are out, see that everything is properly documented and so on...

EDIT: whoops too late :) ok I re-added the original comments of the map makers and a slight note about you... have a look, if you're ok with that then I'll put it into the first post: View attachment 147694
 
well, I only had a short look, but it seems alright (not much to mess up, anyway). A test won't hurt, though...
 
I don't think they're working.

Ditto that, but I only tried the FFH Lakes Script. Got about a quarter of the way through the bar for creating a game and froze...

I only had like half an hour to look over all the new stuff, so I just did a regular Lakes map and it worked fine.

Can't wait to get off work now...4 hours and counting. lol
 
Fire changed towers from a resource to a terrain improvement. Could that be causing the problem?
 
...actually, and this is just an idea I'm throwing out there, if what Sureshot says is true, I think buildable towers would be an excellent idea. Give them to leaders with the Organized trait, buildable by workers once having reached..Construction, perhaps?
 
ok FfH now places the towers together with the other special improvements (barrows etc) after the map is created. Hence I cannot influence that, in particularly I cannot redistribute some of them to choke points. I could only place some additional ones.

Actually I'm considering removing the tower feature from the scripts so that they focus on the flavor aspect, and that's what they were intended for originally. Any objections? Sureshot?
 
ya, it was just a proof of concept anyway. I originally planned to write a more elaborate algorithm for the choke point search, and then maybe using a new resource to mark them and have fortresses build on them etc. But I'll probably won't get to that, and it would be something separate from the flavor scripts, anyway.

Speaking of 'all the other things', I would also remove the map checker stuff and leave that to FfH. It's just confusing people I think.
 
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