MapFinder

HoF Map Finder/Generator Utility 2016-10-05

Originally posted by boogaboo
Perhaps an OR flag of the other lux would be in place.

That's no problem at all! Will see what I can do about that this weekend. In the meantime, I'm moving this thread to the utitility forum as recommended.:)
 
@EMan

Thank you for your kind words!:) Although I have been writting many applications sending keystrokes or subclassing itself to other application on and off for over a decade now, I have never really thought about doing that for Civ3 until you asked me about it last year. Therefore, I'm sure that if EMan wasn't existed, this little utility would not be here today (I'm sure someone else will do it eventually, but not by Moonsinger and Dianthus). I guess everyone on this planet have a purpose (but most of the time, we don't know what it is). In this case, Eman's was to motivate Moonsinger to do something about these keystroke things and it happened as you wish. We are all play a part in this big mysterious circle of life.:)
 
Hey Moonsinger, I see you're still as MODEST as ever! :love:

This program of yours (& Dianthus, of course) HAS revolutionized the strategy for HOF games.....to get a favorable Starting Position AND a High Domination Limit is an HOFer's Dream come true!
FANTASTIC JOB!! :goodjob: :goodjob:

Now, I have to ask you this (perhaps dumb) long-winded question:
I'm assuming that when you say the "Criteria for the 9 tiles at the starting Location", that if there is a Food Bonus OR Shield Bonus on the "4000BC-Settler-Tile".....IT COUNTS IT.....AND Counts ALL Bonuses on that "City Square" tile?

Most of the time, you don't want to waste a turn moving the initial settler to another tile......so the question is:
Would it be possible to turn OFF the Food, Shield & Terrain Count for the "City Square"......since building a city there produces the same number of Food & Shields, no matter what was there before and irrespective of terrain! :)
 
Originally posted by EMan
Now, I have to ask you this (perhaps dumb) long-winded question:
I'm assuming that when you say the "Criteria for the 9 tiles at the starting Location", that if there is a Food Bonus OR Shield Bonus on the "4000BC-Settler-Tile".....IT COUNTS IT.....AND Counts ALL Bonuses on that "City Square" tile?

Yes, the center square is currently counted. However....

Most of the time, you don't want to waste a turn moving the initial settler to another tile......so the question is:
Would it be possible to turn OFF the Food, Shield & Terrain Count for the "City Square"......since building a city there produces the same number of Food & Shields, no matter what was there before and irrespective of terrain! :)

How about an optional switch to ignore counting bonus resources for the center square (of course, we will always count luxury resource at the center square)?

----

@boogaboo: Sorry!:( I didn't have time to add the following options yet (will try to do them this week):

1. Minimum and Maximum # of Bonus (to check for a combination of bonus for cattle, wheat, fish, ..., etc.)

2. Minimum and Maximum # of Luxuries (to check for a combination of any of the luxury resources)

3. Do not count Food Bonus OR Shield Bonus for the center tile (for EMan;))
 
.......since you're making a List, Moonsinger, I thought I'd throw in a few more things, in order of importance!..........I know you have a REAL Life, so please don't feel under any obligation....this is my Druthers List: :)

1. Option to require river or lake be adjacent to center tile. (BTW, I just found out today that Agricultural civs ONLY get 3 food on the City Tile IF they are adjacent to fresh water [river/lake]....under despotism.)

2. Minimum and Maximum # of Bonus Shields

3. Add to your Terrain List:
A. Grassland With Shield
B. Fresh Water Lake
C. Volcano

4. Under the Resource List:
A. Add Whales
B. Change Germs to Gems ;)

The End! :lol:
 
EMan,

I have already thought about those items on your list and most of them isn't doable at this point. Here is my take as follows:


Originally posted by EMan
2. Minimum and Maximum # of Bonus Shields

3. Add to your Terrain List:
A. Grassland With Shield
B. Fresh Water Lake
C. Volcano

Dianthus would be best to talk about those items because he is the one who provide me with the terrain and resource structure of those 9 tiles on the map. For example, as of this moment, the lake tile is treated the same as coast tile. I guess Firaxis must have a subroutine to locate fresh water or something (that is any close body of water that doesn't have access to an ocean tiles must be considered as lake -> fresh water???) Of course, volcano is the only doable item at this point.

4. Under the Resource List:
A. Add Whales
B. Change Germs to Gems ;)

Did I said Germs instead of Gems?:lol: Anyway, you don't really need to look for "whale". Basically, since whale can appear only on the sea tile and can not appear on the coast tile, it would be impossible to find any "whale" within the 9 visible starting tiles; therefore, I had removed "whale" from my list on purpose.:)
 
Originally posted by Moonsinger
Did I said Germs instead of Gems?:lol: Anyway, you don't really need to look for "whale". Basically, since whale can appear only on the sea tile and can not appear on the coast tile, it would be impossible to find any "whale" within the 9 visible starting tiles; therefore, I had removed "whale" from my list on purpose.:)
Yes to the first, and Good Point on the Whales.......Brain Freeze there! :crazyeye:

And, let's wait and see if Dianthus reads and responds to the "not-doable-at-present" items on the Post! :)
 
Originally posted by EMan
2. Minimum and Maximum # of Bonus Shields

3. Add to your Terrain List:
A. Grassland With Shield
B. Fresh Water Lake
C. Volcano
Not too sure what you're talking about in #2. Do you mean shield bonus from resources? If so then Moonsinger already has that info :).

3A is easy enough for me to do. Are you interested in snow-capped mountains too?

3B I don't think there is any "easy" way to do this. I think the only difference between salt water and fresh water is the number of adjacent tiles. I think the number of tiles is ~20, but I'm not totally sure. If anyone knows for sure then let me know. Hopefully it won't be different for different civ versions!

Originally posted by EMan
And, let's wait and see if Dianthus reads and responds to the "not-doable-at-present" items on the Post!
You're lucky I saw this, I guess I stopped receiving updates when Moonsinger moved this thread to "Utility Programs"!
 
Originally posted by Dianthus
Not too sure what you're talking about in #2. Do you mean shield bonus from resources? If so then Moonsinger already has that info :).
Yes & No!:)
My definition would be any tile that has more than one shield in the start-game screen, except Center Tile if that option checked.
Examples of tiles with a Bonus Shield count of ONE would be:
1. Forest
2. Cow on Plains
3. Cow on Grassland With Shield

3A is easy enough for me to do. Are you interested in snow-capped mountains too?
Only if they're in Colorado! :D

3B I don't think there is any "easy" way to do this. I think the only difference between salt water and fresh water is the number of adjacent tiles. I think the number of tiles is ~20, but I'm not totally sure. If anyone knows for sure then let me know. Hopefully it won't be different for different civ versions!
Fresh water would have 2 food versus Coast having 1....Can that be checked?

I guess the most important feature, which Moonsinger said could be done was having a River option for the Center Tile(?) (And ideally be able to treat Lake the same as River.)

Thanks, in advance, for making any improvements! :goodjob:
 
Originally posted by Dianthus
]Not too sure what you're talking about in #2. Do you mean shield bonus from resources? If so then Moonsinger already has that info :).

I think he means the shield bonus on the grassland (like shielded grassland type).
 
Originally posted by Moonsinger
I think he means the shield bonus on the grassland (like shielded grassland type).
I guess there are 2 kinds of "Shield Bonus" tiles, at the start position, that are important for HOF games:

1. Those tiles with 1 shield
2. Those tiles with 2 shields.......PRE-REQUISITE for short Aztec Conquest games! (Excluding Center Tile) ;)
 
So maybe I'm just a knucklehead but..... I can't make it work right!

I followed the instructions, started up a game with the desired settings, then launched mapfinder. I had almost no requirements, only a dom limit between 3k and 6k, just so I could see how it works. It goes through and restarts Conquests repeatedly, but when I generate the report it shows nothing. I would think that every world would fit those criteria, wouldn't they? :hmm:
 
Originally posted by SesnOfWthr
I followed the instructions, started up a game with the desired settings, then launched mapfinder. I had almost no requirements, only a dom limit between 3k and 6k, just so I could see how it works. It goes through and restarts Conquests repeatedly, but when I generate the report it shows nothing. I would think that every world would fit those criteria, wouldn't they? :hmm:
NO!
3000 Tiles is a pretty high Domination Limit........UNLESS, you're playing on a HUGE Map! ;)

If you want to see a non-blank MapFinder Report, try setting the Minimum Domination Limit to 0! :)
 
me: :rolleyes: :wallbash:

Eman: [dance] :thanx:

Moonsinger/Dianthus: :worship: :thumbsup:

This has got to be the coolest thing ever!!
 
Ok, I'm sure its me again, but why is it when it generates the report, it says all spots are desert? for the first ten, I had no req. for the next six, I stipulated at least 1 grassland. Not sure what i'm doing to this thing. I can say that I don't think any of the save are ALL desert.



mapfinder.JPG
 
@SesnOfWthr, could you upload one of those .savs (preferable zipped) and post a link to it into this thread? I'll take a look tonight and see if it's my .sav reading code that's not working.
 
Dianthus -- sure thing, but won't happen till about 7 pm est. I'm at work right now.
 
Dianthus -- here's a zip. Actually put four saves in it so you could have no doubt on whatever you find.

I was thinking about what could cause this, and all I've got are the few mods I made. I use snoopy's graphics, Smiley popheads, and some different border graphics. Other than those, I tried to get DYP working on my PTW ( I got it w/ Conquests) but failed miserably cause I don't know how to launch PTW from my Conquests disc. Anyway, when I did try to play it, lines of text were all over the place and I had to restart C3C. I don't know if this could have somehow corrupted my saves? I'm in some sg's and never have a problem with the handoffs, but I suppose it could still be that.

Anyway, please let me know what you find. I can still use the program and use the screenies, but would be nice if the terrain counts worked too.

Thanks

Saves
 
Thanks for the saves SesnOfWthr. It was definitely my bad. I've made a fix and passed the .dll on to Moonsinger to include in a new release of MapFinder.
 
Back
Top Bottom