Any of the PublicMaps folders should be fine. I've got it in mods/K-Mod/PublicMaps; but if you want to be able to use it with different mods (or without any mod) then the best place is probably \Users\(username)\Documents\My Games\Beyond the Sword\PublicMapsWhere do we extract that map script zip? Never tried big and small, but if u like it I want to try it
Public maps folder?
The maps made by this script are very varied. Sometimes there is a huge continent; but sometimes there are just a bunch of smaller ones. It usually doesn't look particularly 'earth-like', but I think the maps it makes are good for gameplay. There's usually enough room to expand, and there are usually some uninhabited islands as well. (I think "Fractal" maps are pretty good, except that there's almost never any significant uninhabited islands...)
The AI mostly figures out what's good by itself. There are some hard-coded things, such as the typical population of a city, and the typical value of food compared to productivity or commerce - but for choosing techs, units, buildings, civics, corporations, and so on, the AI calculates what's good and what's not based on what it would actually get. -- So unless there are some core changes in a mod, then this AI should work pretty well.This mod is great. Is there any way to merge it with other mods? Is the AI code for units and techs totally dependent on weightings assigned by humans or does it figure it out itself?
I'm really enjoying the extra flavour History in the Making adds to the game, but I can't play a big game with more than 8 civs without it taking 30s+ in the later turns.
As Radio Noer said, it's certainly possible to merge K-Mod with other mods; but the difficulty of doing so will vary depending on what you are trying to merge it with. Most of the K-Mod changes are in the dll; so if you have a mod which is based on mostly xml and python changes, the merge shouldn't be too hard;; but if you have a mod that also has a stack of dll changes... it might turn out to be very difficult to merge them.
I don't know if I've fixed the OOS problem either!En_Dotter said:While two of us on the same ip didnt get any OOS problems. OOS happened in some other cases which didnt have any obvious pattern, but were rare in comparison to the 1st one mentioned.
I havent played a multiplayer since 1.10 so i dont know if u fixed that OOS problem or not.

But anyway... if it was always the same person going out of sync; it's possible they had some different game files or soemthing.. maybe. -- although it's more likely that it was just some kind of race-condition. Let me know if you see any more OOS problems in the latest version(s). I probably won't be able to help, but at least I'll know to keep trying to think of what the problem might be.
(By the way, do you think it would be fair to say that K-mod has fewer OOS cases than the unmodded game? I haven't played multiplayer without K-Mod for ages, so I don't really remember how common OOS is - but I do remember that it happened from time to time.)