[Map script]Creation.py for FFH2

sorry guys,

newbie question!! :confused:

i've copied the file into the public maps folder. But don't know how to open it in game! what options i have to take to use the map?

thx for your help

It should come as one of the choices for a random map. It's called 'Creation'.
 
Love your creation map script. One thing that i noticed in the 5 games I have played on it is that I haven't seen any Graveyards placed down on the map.
 
I occasionally get python errors loading. The initiating error appears to be:

line 2884, in generatePlotTypes
line 971, in createRiverMap
line 1122, in calculateWetAndDry
AttributeError: RiverMap instance has no attribute 'wetSpot'

Is it possible that occasionally the self.wetSpot in line 1114 isn't defined for a region?
 
I occasionally get python errors loading. The initiating error appears to be:

line 2884, in generatePlotTypes
line 971, in createRiverMap
line 1122, in calculateWetAndDry
AttributeError: RiverMap instance has no attribute 'wetSpot'

Is it possible that occasionally the self.wetSpot in line 1114 isn't defined for a region?

Hmm, self.wetSpot is actually defined in the loop just above that. In theory, it should not be possible to not be defined. I have never seen this pop up. Are you getting this often? Are you using a future version of FfH that might be exposing a problem perhaps?

Logically, the only way for that to not be defined is if all the regions have an altitude of zero, which is all water. Is there a python error that precedes that which might have caused an all water map?
 
Hmm, self.wetSpot is actually defined in the loop just above that. In theory, it should not be possible to not be defined. I have never seen this pop up. Are you getting this often? Are you using a future version of FfH that might be exposing a problem perhaps?

Logically, the only way for that to not be defined is if all the regions have an altitude of zero, which is all water. Is there a python error that precedes that which might have caused an all water map?

I get it maybe 5-10% of the time. It is with 0.33 so its possible there is a problem there (soudns like it is if no one else is running into this). I'll get you an early copy of 0.33 on August 4th so you can play with it a bit.
 
I get it maybe 5-10% of the time. It is with 0.33 so its possible there is a problem there (soudns like it is if no one else is running into this). I'll get you an early copy of 0.33 on August 4th so you can play with it a bit.

Hmm, 5-10% is alot, I wonder what it could be. I'm thinking that some earlier crash is either causing an all land map, all water map, or no regions. I'll keep looking into it.
 
Just wanted to drop a quick note. Love this map generator. I use it pretty much exclusively.

Thanks again!
 
I'm keep getting an exception when starting the game. I think it is because I'm running small maps and have modded the game to always place all unique improvements, so the script runs out of regions to place them. Not a big deal but possibly you should put in a guard to keep the script running.
 

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I'm keep getting an exception when starting the game. I think it is because I'm running small maps and have modded the game to always place all unique improvements, so the script runs out of regions to place them. Not a big deal but possibly you should put in a guard to keep the script running.

There is a very similiar one, telling you about running out of regions, if you try to play with too many civs on the map. It's easy to reproduce.
 
Yeah, there's a lot of convoluted code that puts one civ or world improvement per region. First it finds an available region with the right climate, then it finds an acceptable plot in that region only. I didn't realize people would play that way. I'll try to find a solution in a future version.

The problem at that point is that after the carefully crafted placement routine fails, what do I do with the rest of the civs or improvements? It's probably better to crash the map than to come up with some reeeally goofy half measure. :lol:
 
You just get Woodelf or P_L to design you a Unique Terrain, "Fighter's Cage Wall," and set all the extra Civs or improvements to spawn in one of the areas that was filled in with Mountains due to non-water-connection. Replace the border mountains of the region with the new Fighter's Cage, and you are set :p
 
Look at 0.33 Changelog, first page in the FFH2 main forum. ;) (so its not utterly unrealistic to assume that from now on erebus will be updated along with the main download / updates it think. But i guess it will still be available here as well.)

One question remains though: With the incorporation of creation.py into main FFH2 as erebus, will the variables be settable via dropdown menues (for climate, water level and more passages between regions) while setting up a custom game with said mapscript.
Any comment on that one Kael? Or Cephalo?
 
I've been trying hard to like this mapscript, but I find it more frustrating than playable. Since you left customization options in, however, if you can tell me what I could do about the following I'd probably enjoy it more - the overall idea is solid!

First, is there anything I can do to reduce the number of mid-region peaks?

Second, what setting would I need to alter in order to make the regions a little bit wider? I can often fit only one or two towns into one without overlap and it irks me.
 
I've been trying hard to like this mapscript, but I find it more frustrating than playable. Since you left customization options in, however, if you can tell me what I could do about the following I'd probably enjoy it more - the overall idea is solid!

First, is there anything I can do to reduce the number of mid-region peaks?

Second, what setting would I need to alter in order to make the regions a little bit wider? I can often fit only one or two towns into one without overlap and it irks me.

For mid region peaks there are two variables:
PeakChanceAtZero = .0
PeakChanceAtOne = .20

The idea is that you get more peaks as you get higher in altitude. Zero being the lowest altitude, One being the highest. Turn PeakChanceAtOne lower for fewer peaks in the middle of regions.

Region size is highly variable. You can have fewer regions, but while they will be larger on average, some will still be small, and others will be huge.
RegionsPerPlot = 0.009
 
One question remains though: With the incorporation of creation.py into main FFH2 as erebus, will the variables be settable via dropdown menues (for climate, water level and more passages between regions) while setting up a custom game with said mapscript.
Any comment on that one Kael? Or Cephalo?


Lemme give you an example that illustrates perfectly why I fear options. Look at the thread for Sto's "Full of resources" map script. He has made this very cool, separate user interface that gives easy access to probably over 200 different options for multiple kinds of map scripts. You would think that would be enough! But as I have been keeping up with the thread, the realization arises that the posts requesting new and different options keeps rolling in, and in fact the thirst for options can never be quenched!:rotfl:

I wanna grab Sto and say "For your own sanity man, just say no!" :lol:
 
For mid region peaks there are two variables:
PeakChanceAtZero = .0
PeakChanceAtOne = .20

The idea is that you get more peaks as you get higher in altitude. Zero being the lowest altitude, One being the highest. Turn PeakChanceAtOne lower for fewer peaks in the middle of regions.

Region size is highly variable. You can have fewer regions, but while they will be larger on average, some will still be small, and others will be huge.
RegionsPerPlot = 0.009

Tried it. Just smoothing out the interiors of the various valleys and things has made me a lot happier; didn't even have to fiddle with the RegionsPerPlot value. Thanks.
 
Regarding the options:

Still, not having any options (except for map size) is terrible! I absolutely don't get why you wont make the variables that you specifically list as modifiable at the top of your script (that's less than 20, right? so not much work at all and limiting the "cry for more options" in itself) into drop-down options.
You could just set 3 or 5 values for each in the drop-down and I bet that EVERYONE would be happy. Those that don't like the values can still edit the mapscript if they want to, but it's a real pain for those that aren't comfortable editing scripts. And for those that are, too, since it has to be done before loading FfH. :(

So, please, please think about it again, Cephalo. We'd all love you even more for that!
 
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