Issues with larger map sizes

Alzara

Emperor
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Jan 2, 2008
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Hey guys

I've recently got vista and seem to have hit an issue with new map sizes.

I've done exactly as I did with XP and created an new entry in Civ4WorldInfo for my new map sizes and also added the two relevant text tags to the other XMLs, but when I attempt to start a custom game, the new map size is not showing up.

Can anyone help me with this dilemma?

Thanks

Al
 
Hey guys

I've recently got vista and seem to have hit an issue with new map sizes.

I've done exactly as I did with XP and created an new entry in Civ4WorldInfo for my new map sizes and also added the two relevant text tags to the other XMLs, but when I attempt to start a custom game, the new map size is not showing up.

Can anyone help me with this dilemma?

Thanks

Al

I think Kael put a block on larger map sizes, not sure where tho.

try a copy paste of your old XP custom map size, ie all the plots and world set up, and replace all the civs etc with a a .34 generated set, so start a normal custom game with the civs you want, and save it in the world builder.

Open it up via notepad,Take the civ info from this file and replace it over your old custom files that are the size you like to play on on a fresh text file so as to combine the civs from a new .34, and your old custom map size and save as a new world builder file.

You can then try to generate a new map on the same plot size via world builder, not sure if it will work mind you, or at least you will know if your old map works in .34, if you can load up this new file to play on, as it could be resouces causing a problem rather than map size.
 
The issue isnt with 0.34. My custom map size doesn't work in normal BtS either :s

I have pasted

<WorldInfo>
<Type>WORLDSIZE_COLOSSAL</Type>
<Description>TXT_KEY_WORLD_COLOSSAL</Description>
<Help>TXT_KEY_WORLD_COLOSSAL_HELP</Help>
<iDefaultPlayers>12</iDefaultPlayers>
<iUnitNameModifier>0</iUnitNameModifier>
<iTargetNumCities>7</iTargetNumCities>
<iNumFreeBuildingBonuses>8</iNumFreeBuildingBonuses>
<iBuildingClassPrereqModifier>0</iBuildingClassPrereqModifier>
<iMaxConscriptModifier>100</iMaxConscriptModifier>
<iWarWearinessModifier>-70</iWarWearinessModifier>
<iGridWidth>40</iGridWidth>
<iGridHeight>24</iGridHeight>
<iTerrainGrainChange>2</iTerrainGrainChange>
<iFeatureGrainChange>2</iFeatureGrainChange>
<iResearchPercent>150</iResearchPercent>
<iTradeProfitPercent>20</iTradeProfitPercent>
<iDistanceMaintenancePercent>110</iDistanceMaintenancePercent>
<iNumCitiesMaintenancePercent>15</iNumCitiesMaintenancePercent>
<iColonyMaintenancePercent>22</iColonyMaintenancePercent>
<iCorporationMaintenancePercent>25</iCorporationMaintenancePercent>
<iNumCitiesAnarchyPercent>5</iNumCitiesAnarchyPercent>
<iAdvancedStartPointsMod>130</iAdvancedStartPointsMod>
</WorldInfo>


into the civ4worldinfo.xml and the relevant two tags at the top into civ4gametexthelp.xml and civ4gametextinfos_object.xml.

The only difference is the operating system. I dont see how changing to vista would affect the game!

Is it possible to replace an existing world size or would that screw things up?

Thanks

Al
 
I also tried editing the grid size of a duel map.

When I used "duel" in a custom game it still generated a map the size of the original duel!

It seems that the data is not being drawn from the XML! How can this be?

Thanks

Al
 
is this in bts/mods/ffh2 034/assets/xml/gameinfo/civ4worldinfo or in bts/assets/xml/gameinfo/civ4worldinfo?

also Kael does have a spot in bts/mods/assets/xml/interface/civ4worldpickerinfos that refers to a map size beyond huge called massive
maybe a change from "colossal" to "massive" to align might help?
 
I just copied from RoM and added the lines for Kuriotate city numbers and unique features to bts/mods/<whatever version of ffh>/assets/xml/gameinfo/civ4worldinfo. It worked perfectly a while ago (did not try in current version) but my laptop can't run it without massive lag. I could not get it to create a tectonics map though as it went ctd, but that's just lack of cpu power and ram I'm sure.
 
is this in bts/mods/ffh2 034/assets/xml/gameinfo/civ4worldinfo or in bts/assets/xml/gameinfo/civ4worldinfo?

also Kael does have a spot in bts/mods/assets/xml/interface/civ4worldpickerinfos that refers to a map size beyond huge called massive
maybe a change from "colossal" to "massive" to align might help?

Tried it for both versions of civ4worldinfo.

I tried changing the "massive" entry before. Don't think this is the solution as it appears to be mentioned elsewhere.

Does anyone else find it odd that changing existing map sizes doesn't do anything? Eeek Vista is wierding me out :s :)

Al
 
I just copied from RoM and added the lines for Kuriotate city numbers and unique features to bts/mods/<whatever version of ffh>/assets/xml/gameinfo/civ4worldinfo. It worked perfectly a while ago (did not try in current version) but my laptop can't run it without massive lag. I could not get it to create a tectonics map though as it went ctd, but that's just lack of cpu power and ram I'm sure.

RoM? Erm...?

lol

Al
 
Some mapscripts does (weird) things with mapsizes. For example pangea sizes are hardcoded in the py file. Even if you change the size in the XML files it won't matter if you use the pangea mapscript. Could that be why the size didn't change when you altered duel?
 
The issue isnt with 0.34. My custom map size doesn't work in normal BtS either :s
Thanks

Al
http://forums.civfanatics.com/downloads.php?do=file&id=8281

Try looking at cephaloes custom map script on the scn forum, it has editable map height and width values, in theory if you double these, then the map size doubles and would give you closer to what you want, but only on the maps this script generates for ffh.

My guess is that there is some python putting a limit on map size that your copy past wont overcome, but you might get around it by edi9ting custom map scripts like cephaloes. Or the fantasy world map is nearly all land, and gives a good game as no map plots are used on water tiles, only a lopt of lakes, and you can edit that value so map water plots are lower still.
 
http://forums.civfanatics.com/downloads.php?do=file&id=8281

Try looking at cephaloes custom map script on the scn forum, it has editable map height and width values, in theory if you double these, then the map size doubles and would give you closer to what you want, but only on the maps this script generates for ffh.

My guess is that there is some python putting a limit on map size that your copy past wont overcome, but you might get around it by edi9ting custom map scripts like cephaloes. Or the fantasy world map is nearly all land, and gives a good game as no map plots are used on water tiles, only a lopt of lakes, and you can edit that value so map water plots are lower still.

Looks cool. I'll take a look.

There is no python putting a limit on my custom map size. I have used this custom map size successfully in XP :s

Al
 
Hold down shift when you start civ 4. I don't remember if it will clear the cache or simply ignore it but it's one of those two.
 
Hold down shift when you start civ 4. I don't remember if it will clear the cache or simply ignore it but it's one of those two.

Didn't work. Though I was pressing shift at a lot of intervals. Not sure exactly when I'm supposed to press it.

Al
 
Yeah I've noticed it said "Loading xml (uncached)" or whatever. This still didnt work. Oddly no matter what I change the game doesnt recognise it.

Why is this?

Al
 
Make sure you don't have anything interfering in customassets. That's the only thing I can think of.
 
Make sure you don't have anything interfering in customassets. That's the only thing I can think of.

How do I know if something is interferring with customassets?

Thanks

Al
 
There's a shortcut to customassets in your BtS directory. You can look in there or if you're sure you don't want to keep anything you might have put there you can delete everything in it and try again.
 
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