Flavourful Tebryn

AngelGabriel

Warlord
Joined
Jul 24, 2007
Messages
110
At the moment I'm trying to use Wild Mana (which has Flavour Mod integrated) on an Erebus Continent Map Script. Yesterday I tried to get a good and flavourful (as in: Flavorful Start checked!) start for my game with Tebryn and everytime the starting position was disastrous.
I'm playing with reduced mountains and reduced jungle. Everytime Tebryn was put into a mountain infested marshland or tundra area. Furthermore I don't have vast areas of space to settle on but often really small landscapes which connect to each other through one or two tile broad hooks (is this the correct word for 'tongues of land'?) - on a large map, that is. So I have to ask:

Is it a problem of the mapscript?
Is it a problem with my options checked?
Does Tebryn really have to start in areas where expansion is very difficult if the Flavourful Start option is checked?

Perhaps I should change to Perfect World 2 ... where are the differences?

Oh, another question. A really long time ago the "double bonuses" option wasn't really an option as the game seemed to have a precalculated amount of bonuses it could put on a landscape, resulting in more piggies, cows, wheat, etc. but preventing to have iron, mithril, black powder and such in late game. Is this fixed? Can I use the double bonuses option without any problem or do you disadvise?
 
double bonuses should work (you could generate a few Maps and check in worldbuilder for a particular mapscript)

Since both ErebusContinent Mapscript and Flavourstart Gameoption do a normalization it could be that there is a compatibility issue between the two. (basically you don't need the gameoption for the mapscript as it has it's own flavourstart)
 
the issue with blessings of amatheon is still not fixed so I'd rather not use it... Sheaim are set to start near mana and reagents with flavour starts, but the normalization and adding MORE marshes on top of a map that already has them can step on the mapscript's toes. go to Wild Mana/Assets/Python/pyFM/FM_settings.py , and change to False the Normalization and the AddMarshes. this will make things better.

are you using 2.41 or 2.0 ? this ( http://forums.civfanatics.com/attachment.php?attachmentid=243298&d=1266398385 ) is the latest version with kelp and haunted lands, the next version will have some additional features that should ensure fair starts for everyone :D
 
On standart settings blessings of Amatheon works fine for me. thanks for the updated mapscript :)
 
no problem ;)

blessings of Amatheon works fine most of the time, yes, but it still carries a small chance of not having some resources... I think Jean Elcard might now how to solve it, we can just wait and see :lol:
 
double bonuses should work (you could generate a few Maps and check in worldbuilder for a particular mapscript)

Since both ErebusContinent Mapscript and Flavourstart Gameoption do a normalization it could be that there is a compatibility issue between the two. (basically you don't need the gameoption for the mapscript as it has it's own flavourstart)

That's pretty much it exactly; ErebusContinent generates starting locations and then checks them against a civ's flavor. FlavourStart just changes start locations around; By the time it gets to it, the starting positions already fit. The only issue is that it renormalizes the terrain around it... I'm turning that off when ErebusContinent is the mapscript of choice. Essentially, something like this:

Code:
FLAVOURFUL_NORMALIZATION = True
if ('ErebusContinent' in CyMap().getMapScriptName()):
	FLAVOURFUL_NORMALIZATION = False

Doing the same for Marsh.

[to_xp]Gekko;8927787 said:
the issue with blessings of amatheon is still not fixed so I'd rather not use it... Sheaim are set to start near mana and reagents with flavour starts, but the normalization and adding MORE marshes on top of a map that already has them can step on the mapscript's toes. go to Wild Mana/Assets/Python/pyFM/FM_settings.py , and change to False the Normalization and the AddMarshes. this will make things better.

are you using 2.41 or 2.0 ? this ( http://forums.civfanatics.com/attachment.php?attachmentid=243298&d=1266398385 ) is the latest version with kelp and haunted lands, the next version will have some additional features that should ensure fair starts for everyone :D

Next version has some awesome stuff. Not sure I should link this, but what the hell. :lol:
Spoiler :
erebus2_44.jpg


One thing you should be able to see is that Coastal terrain is extended a bit.. It follows the continental shelf. One thing you CAN"T see is that Kelp is forming forests out in the ocean.... :p
 
Ok, yeah, continental shelves are awsome. Sadly, I've always had trouble with this mapscript in multiplayer (and I have no idea why).

-Colin
 
Back
Top Bottom