@ Cephalo:
Never reach out to them with your small finger even...
lest them ripping off your arm for it.
But seeing the replies after your comment does give your point quite some serious credibility even if you did heed our nagging calls...
(Which many will be very thankful for. Rest assured.)
I can understand that to a certain level but seriously have at least to agree that sea level, (average) climate and perhaps even Peak percentage (even though that last one radically alters the feel of the map and as you said the look to the negative so i can understand your strong dislike for that last one and wont use that for my part...) whould really add very much to an already outstanding mapscript.
I tried one game with lower sea level lately and it really adds alot to the experience / replayability of the script without changing the overall feel at all (as whould i belive climate. Though i can understand your dislike in regards to peaks as mentioned.)
The other things are in in the file and can be edited with some work, so you won't have put them in by force (also a comment via tooltip / at play now description pointing to the options in the file / the file itself might go a long way...). Just reply: You can change it in the file like you have done here a number of times.
But at least climate and sealevel are part and parcel of nearly all other map scripts and new players might be very much puzzled by those beeing greyed out.
With those 2 / 3 you whould cover the vast majority of players wanting some changibility.
I'll venture a guess and say many players who have not used or even heard of your mapscript will soon be very much confronted with it (even if half the players have tried it thats still very many who haven't). Soon the questions why there are no further options will come along quite in number.
The easy way to appease them and prevent such calls is to implement above 2 / 3 Options. The rest is marginal imo (and mostly players who whould want to customize further are indeed likely to know how to code so they might know how. At least after knowing how go ahead / where to look.).
So all in all that whould be about 3-5 options (listed all possibly needed imo by personal opinion of importance, decreasing):
Sea level (must have imo, biggest gain for replayability / tactics, no losses to the feel of the script really.)
Temperature
Humidity
Altitude (which is already adressed in the mapscipt itself, so it might be redundant and Highlands is always an option for maps with much more hills and intersections.
)
those three add up to terrain conditions fair and square imo but temperature and humidity perhaps even combined in one dropdown (like climate) are by far more important than altitude imo if 4/5 options are to much.
(Although i could live without those since they are a small infringement on the feel of the mapscript already they whould add alot. Especially for builders of scenarioes and maps using your script as a base / perhaps even the team for ice a bit now that its part of the main mod
. Providing the rest of the community without having to fiddle with the mapscript file to much.)
Peak Percentage / Number of passages to other regions (i don't find that one particularly needed for me since i whould play another mapscript when i want a more open landscape. But overall interest is poised to be there and strong for that point so i list it.).
Perhaps let some players who edit the script here and there test and brainstorm what the options for the dropdwns could be after outlining what dropdown topics will be in. (with you giving the outlines which topics you will indeed opt in.) Im sure you will find enough volounteers heeding that call easiely.
Then you whould just have to take a short peek/test and put in the values the testers agee on thus spareing yourselves the work of testing hundreds of maps if thats too much fuss for your tastes.
Sea level testing has been done here some pages ago allready i reckon. But further testing surely won't be bad...
@ the ones who wan't bigger regions:
Thats done nicely allready by overall map-size. If you want bigger regions play bigger maps and change the number of competitors if thats to much AI running around for your tastes (large and huge offer valleys of considerable size. Enough for sometimes as much as 5 cities placed in good spots apart from each other in each valley. 3 for average starting regions mostly. In case of a "bad draw" just consider moving. The starting settler has good vision / movement for a reason.). With 0.33. FFH2 will speed up overall hopefully. So that shouldn't be a problem soon even for slower comps.
If your comps are to slow (even with the changes in 0.33) for anything above small perhaps really consider changeing it in the file itself as other things which offer an more suitable map for slower comps. (I don't think that is of large overall interest needed without modifying the file to be honest and it could really help you have a better gaming-experience in terms of speed as well so just a few compromises might be to few to help out.)
Perhaps another contributor besides cephalo can provide a more suitable file-setup (by linking their version of creation.py here)? Offering things like regions of large/huge-map scale / less mountain-space on the edges on small mapsizes among other things which enhance performance / playability and usable terrain for slower comps. That group won't be so big i reckon and have special needs. (But important enough to be adressed imo. Even though i think bothering cephalo with that might be a bit of a stretch. Its not his mapscripts fault after all that FFH2 has some performance issues on very large maps. And he even went out of his way and gave very detailed variables to customize.)