I can't seem to find the mod that gives you gigantic maps. Huge is not enough for me and I do remember a few years ago playing a map on gigantic setting. Whats it called?
No I don't think so...As it doesn't work for BTS 3.19.
Hmm The more I think about it I don't think it was a mod persay, but I do remember selected something beyond huge. Possible an earth map or earthlike mapscript?
Should maybe be mentioned that this modder right above this post made 2 pretty big maps of europe and eurasia.
...would be to make your own mod...and then add the size in the appropriate file.
Path: you have a games-folder, I presume. On my PC it reads like this:
...Spill*/Firaxis Games/Sid Meier's Civilization 4 Complete/Beyond The Sword/Mods
*Spill is the Norwegian word meaning Game.
Inside this Mods folder create your own mod. Let's just call it BiggerMap.
So, in ...Mods/BiggerMap/Assets/XML/Gameinfo (you create these folders), you have to paste in the CIV4WorldInfo.xml that you have copied from the original game.
Then it's just a matter of opening the file with notepad, copying everything from <WorldInfo> to </WorldInfo> for the last of the Worldsizes (Huge) and pasting it as the next entry...
Now you can go into the new entry and change the WORLDSIZE_HUGE tag to WORLDSIZE_BIGGER (or some other fancy name). Find the tags <iGridWidth> and <iGridHeight>. Change the numbers to something appropriate. In my personal mod I have two worldsizes bigger than Huge. Mine are 40x25 and 48x30 in size. This translates into [(40x4)x(25x4)] plots on the map for the "smaller" of my worldsizes. That is 16 000 (16k) plots. A Huge map is 10k+ plots, so this is about 60% bigger than the Huge WorldSize in BtS. My "bigger" map is 23k+ in plots.
Remember to save this file without the standard [.txt] ending my notepad uses as default. Choose [all files *.*] as the filetype and save. Then it is just a matter of starting up the game, loading the mod BiggerMap and play away...
Now, in theory, when you start a game and decides to choose your own map-size you will notice that there are two choices for Huge map-size. That is because you didn't change the <Description> tag in the file you edited. You can do that later if you want. For now, just choose the second "Huge". If you edited the one placed at the bottom of the CIV4WorldInfo.xml file, then that is your Bigger map-size.
If 18 civilizations are too few for your taste...download a 40 or 50 civ dll from the download section of CivFanatics. A simple search should point you to the right location of these files. Put this dll-file in you mod's Assets-folder. It should then replace the original game's dll upon loading your mod.
I have no clue as to what is the "best" way to do this, but the easier way of making your own mod is more than good enough for me...
Yours Sincerely
Kjotleik of Norway
PS! If this sounds annoyingly childish (or simple) to you because you know a lot more about PC's and stuff than I, then I apologize. It's always hard for me to know what people on these forums actually KNOW.
isenchine: Your change will have no effect at all on several mapscripts. For example, the "Pangea" mapscript simply overwrites the default gridsizes, i.e. it will always use its own values and never even look at the values you changed.
True. But then it's easy to change these mapscripts as well.
One question: how do you do then with all the .py files because I saw that many are defining things (even changing the map sizes) according to the pre-determined Worldsizes - you have to edit all of them as well, then?
Psyringe said:If in doubt, look at Nevermind's changed mapscripts in the XXL Worlds mod. As said above, he has documented his changes very well, so they can be used as templates for changing other scripts.
One small issue, though. The farthest I have gotten in Python is to actually find it in the game by following Baldyr's guide in one of the threads. I started it up and made it say "Hello Kjotleik" to me by using the print command.
So, I guess I need some time to look through the mapscripts of the XXL World mod. As long as a simple Notepad can do the job, there should only be a matter of getting my brain into it's right mind!![]()
Yes, that's correct. Many mapscripts just take the gridsize (as specified in Civ4WorldInfo.xml) and don't require anything beyond that. Fractal belongs to these scripts.In the Fractal.py script there is no reference to Worldsizes at all, so that's unchanged. Maybe that is why I have not had any trouble playing with my new WorldSizes. I have always started my games with fractal...
Yes. All worldsizes up to (and including) WORLDSIZE_HUGE are automically defined for all scripts. The worldsizes beyond that aren't, so NeverMind chose to define these worldsizes in the scripts that worked with worldsize-specific settings.WorldSizeTypes.WORLDSIZE_XXL=WorldSizeTypes.WORLDSIZE_HUGE+1
I believe that is the line that defines the new worldsize for this particular script?
Yes. The gridsizes in the script override those specified in Civ4WorldInfo.xml. Usually there's a reason for that. For example, Pangea maps have a reduced amount of ocean, so they actually need a smaller gridsize to arrive at the same landmass per player ratio as (for example) a Fractal map with the same settings.My second encounter with changes were under something called:
def getGridSize(argsList):
It looks like a list defining the "new" worldsizes to be used by this mapscript instead of the standard sizes from CIV4WorldInfo.xml?
I don't know. When I adapt a mapscript to work with bigger sizes, I just increase such values proportionally, but I'm not certain what they mean, and I never studied the scripts deep enough to understand that. My guess is that the grain size determines the size of mountain ranges, desert "blobs" etc. - meaning, the bigger the grain size, the bigger are the blobs consisting of one terrain type. But it's just a guess. I suggest asking this question in the Modding forum or in the Mapscripts subforum.The third instance was in something called:
class EarthMultilayeredFractal(CvMapGeneratorUtil.MultilayeredFractal):
Here the different sizes were followed by either (3,2,1), (4,2,1) or (5,2,1). The smaller sizes with a "3", the new bigger ones with a "5". It is called a grain matrix. What does a grain matrix in a mapscript actually do?
I'm afraid I don't understand mapscripts well enough to answer that question. I hope that someone in the forums dedicated to modding and/or mapscripts can help you further.Could I force each and every mapscript to use the standard sizes by just deleting the [def getGridSize(argsList):] entry in it's entirety?