Sto
Should i code today ...
This script include a version of most of the public random maps generator ( Archipelago , Lakes , Terra , Pangaea , Custom Continents , Hub , Fractal , Continents, Inland Sea, Ring, Wheel, Islands, Shuffle, Big and Small, Hemispheres, Medium and Small, Tectonics, Chess (A funny Personal MP map) ) :
1.74 compatibility : OK
WARLORDS compatibility : OK ( With the great help of FastWorker )
BtS 3.17 compatibility : OK
BtS 3.19 compatibility : OK
MAC compatibility : OK ( By AlanH )
Translated in English, French, German, Italian and Spanish . (I used altavista , so do not hesitate to MP me if there are translation errors)
Features :
- The main purpose of the script is to generate some maps that grant a fair start for each players, especially for MP games.
- When you select the script, a screen show up where you can choose a lots
eek
of options. I won't make the list of all options
. But the main feature of the script is that you can select several maps and options -> all chosen at random during the generation. There are some options to control terrain, forest, goodies, resources, starting resources, normalizations, move human players far away in MP games, add some animals, barbarian cities, units, reveal some part of map, choose starting technologies, ...
- All helps to use the script are written in the Welcome page of the screen
.
- If you want another map to be added, do not hesitate to ask for.
To install :
- Download FullOfResources.zip
- Unzip
- Put the file into the folder : <Civ4 Folder>\PublicMaps (only one copy in the Vanilla folder is enough)
- Choose Custom game in the singleplayer menu (or multiplayer) and select the script to play.
N.B : For the MOD "Rise of Mankind", you have to put a copy into the folder "PublicMaps" of the MOD for the version 2.62 or higher of the MOD.
How to report a bug :
- please post a zip of "MapGenerationDbg.txt" and "MenuDbg.txt" located in "My documents\My Games\CivilizationIV Full of Resources" with the description of what happened. These 2 debug files are a great help to determinate a bug if I can't reproduce it.
IF YOU DON'T HAVE DOWNLOADED AND INSTALLED THE SCRIPT FROM THIS THREAD ... REPORT THE BUG WHERE YOU HAVE DOWNLOADED IT !!
Bugs reported :
- If you play with a MOD that use a final debug dll (like the WoC mod system). You should have 2 errors pop when the screen show up (these 2 errors are intended and don't create bugs). Just select "ignore always" to continue. You can also back up the debug dll and use the final dll instead in the MOD folder.
To Do list :
- functions to equalize starting flood plains, beakers,best plot, minimize water tiles, hills, forest.
- choose rand seeds.
Working on :
- Nothing.
Thanks :
Versions :
version 3.11 : released the 05/14/2010.
- a change to recognize BtS for some steam version.
- removed the water a poles for lakes.
- include the most popular FfH mods to get the FfH tab.
- Fix a bug with starting locations for MODs with multiple barbarian civilization.
version 3.10 : released the 07/11/2009.
- moved the call for improvement functions when the game is advanced start (that caused goodies and fhh improvements to be skipped).
version 3.09 : released the 07/08/2009.
- updated for BtS 3.19 patch.
- removed the "open browser" button -> cause crash with latest(*2) patch.
- replaced all -1 with good attribute like TeamTypes.NO_TEAM to prevent a bug with a mod that duplicate functions and change vars called(previously caused a bug that prevent goodies to appear).
version 3.08 : released the 04/26/2009.
- update for the Rise of Mankind MOD to allow March generation.
version 3.07 : released the 03/21/2009.
- rework "swap human players" and "isolate human players" options :
the "swap human players" option is made for MP games : if multiple continents, grant a fair display of human players (not one on an isolated island and others in the main land). grant the maximum path distance between humans players.
the "isolate human players" option place players as isolated as possible : on the less populated continents/islands and grant a maximum path distance with other players on a same area.
- remove the hardcode of the barbarian civilization (get the xml define instead). That was the cause of the crash with Fall Further.
- the option "place all unique improvements" with FfH2 is now taken in count during generation.
- the FfH2 tab is now shown when playing with Fall Further. So you can adjust placement and appearance with unique improvements and lairs.
- the animals have the right civilization for Fall Further now (not the orc civ but the animal civ).
version 3.06 : released the 09/17/2008.
- minor changes for FfH2 improvements placements.
version 3.05 : released the 08/15/2008.
- minor changes for FfH2 improvements placements.
version 3.04 : released the 07/26/2008.
- a bug fixed for MP games and the new FfH2 options. The non hosting players couldn't generate the map properly.
version 3.03 : released the 07/19/2008.
- If the default starting location must be run (may happen if there are too many players on a small map ,or old continent start : the script don't take in count placement of players with a distance less than 6 minus between players) : the coastal/inland start may be respected, the old world start will be respected, and the placement for hub, ring wheel will be respected.
- remove the version in the name of the script. Made first to prevent cache problems and no more cause problems with 3.13. This may prevent to update the script and have an error in your current game if it request an older script version name.
- rework the FFH2 barbarian world option. The barbarian cities are placed like in FoR with the units ,distance and buildings selections. Players can't start anymore on a barbarian city (FFH bug).
- FfH2 : control of unique features placement (%, normal ,far or only island placement). The maelstrom is placed in an inland sea if possible.
- FfH2 : control of Lair placement (standard, %). Towers are placed on choke points. All lairs are distributed on the map to prevent package of them. All lairs that spawn units are placed so they don't pack each others.
version 3.02 : released the 07/11/2008.
- Tectonics map by LDiCesare added.
- fix to prevent a CtD when you select the script if you can't use the game options with the MOD you play (would happened only when the MOD didn't load fine).
- option to begin on less populated continents.
Version 3.01 : released the 07/09/2008.
- some safety measures for text encoding and decoding for the menu.
- animals spawn get Hidden Nationality for FFH2.
Version 3.00 : released the 07/04/2008.
-> The script has been updated the 07/11/2009 . Version 3_10
##^^FoR_Current_Version : 3.11^^##
1.74 compatibility : OK
WARLORDS compatibility : OK ( With the great help of FastWorker )
BtS 3.17 compatibility : OK
BtS 3.19 compatibility : OK
MAC compatibility : OK ( By AlanH )
Translated in English, French, German, Italian and Spanish . (I used altavista , so do not hesitate to MP me if there are translation errors)
Features :
- The main purpose of the script is to generate some maps that grant a fair start for each players, especially for MP games.
- When you select the script, a screen show up where you can choose a lots



- All helps to use the script are written in the Welcome page of the screen

- If you want another map to be added, do not hesitate to ask for.
To install :
- Download FullOfResources.zip
- Unzip
- Put the file into the folder : <Civ4 Folder>\PublicMaps (only one copy in the Vanilla folder is enough)
- Choose Custom game in the singleplayer menu (or multiplayer) and select the script to play.
N.B : For the MOD "Rise of Mankind", you have to put a copy into the folder "PublicMaps" of the MOD for the version 2.62 or higher of the MOD.
How to report a bug :
- please post a zip of "MapGenerationDbg.txt" and "MenuDbg.txt" located in "My documents\My Games\CivilizationIV Full of Resources" with the description of what happened. These 2 debug files are a great help to determinate a bug if I can't reproduce it.
IF YOU DON'T HAVE DOWNLOADED AND INSTALLED THE SCRIPT FROM THIS THREAD ... REPORT THE BUG WHERE YOU HAVE DOWNLOADED IT !!
Bugs reported :
- If you play with a MOD that use a final debug dll (like the WoC mod system). You should have 2 errors pop when the screen show up (these 2 errors are intended and don't create bugs). Just select "ignore always" to continue. You can also back up the debug dll and use the final dll instead in the MOD folder.
To Do list :
- functions to equalize starting flood plains, beakers,best plot, minimize water tiles, hills, forest.
- choose rand seeds.
Working on :
- Nothing.
Thanks :
Spoiler :
To AlanH :
Modified version for Mac OS X by AlanH :
Mac OS X changes: _winreg calls replaced by Mac OS path definitions.
Mac OS X changes: Mac OS path uncompress definitions.
Mac OS X changes: python 2.4 sort calls replaced by Mac OS python 2.3 definitions.
To Bringa :
Many advise for FFH2 customization and feed backs
To FastWorker :
Many help for warlord compatibility ,tests and feed backs
To Balerion :
tests and feed backs
And also to all other peoples from CfC that helps me for testing or giving me some feed backs.
Modified version for Mac OS X by AlanH :
Mac OS X changes: _winreg calls replaced by Mac OS path definitions.
Mac OS X changes: Mac OS path uncompress definitions.
Mac OS X changes: python 2.4 sort calls replaced by Mac OS python 2.3 definitions.
To Bringa :
Many advise for FFH2 customization and feed backs
To FastWorker :
Many help for warlord compatibility ,tests and feed backs
To Balerion :
tests and feed backs
And also to all other peoples from CfC that helps me for testing or giving me some feed backs.
Versions :
Spoiler :
version 3.11 : released the 05/14/2010.
- a change to recognize BtS for some steam version.
- removed the water a poles for lakes.
- include the most popular FfH mods to get the FfH tab.
- Fix a bug with starting locations for MODs with multiple barbarian civilization.
version 3.10 : released the 07/11/2009.
- moved the call for improvement functions when the game is advanced start (that caused goodies and fhh improvements to be skipped).
version 3.09 : released the 07/08/2009.
- updated for BtS 3.19 patch.
- removed the "open browser" button -> cause crash with latest(*2) patch.
- replaced all -1 with good attribute like TeamTypes.NO_TEAM to prevent a bug with a mod that duplicate functions and change vars called(previously caused a bug that prevent goodies to appear).
version 3.08 : released the 04/26/2009.
- update for the Rise of Mankind MOD to allow March generation.
version 3.07 : released the 03/21/2009.
- rework "swap human players" and "isolate human players" options :
the "swap human players" option is made for MP games : if multiple continents, grant a fair display of human players (not one on an isolated island and others in the main land). grant the maximum path distance between humans players.
the "isolate human players" option place players as isolated as possible : on the less populated continents/islands and grant a maximum path distance with other players on a same area.
- remove the hardcode of the barbarian civilization (get the xml define instead). That was the cause of the crash with Fall Further.
- the option "place all unique improvements" with FfH2 is now taken in count during generation.
- the FfH2 tab is now shown when playing with Fall Further. So you can adjust placement and appearance with unique improvements and lairs.
- the animals have the right civilization for Fall Further now (not the orc civ but the animal civ).
version 3.06 : released the 09/17/2008.
- minor changes for FfH2 improvements placements.
version 3.05 : released the 08/15/2008.
- minor changes for FfH2 improvements placements.
version 3.04 : released the 07/26/2008.
- a bug fixed for MP games and the new FfH2 options. The non hosting players couldn't generate the map properly.
version 3.03 : released the 07/19/2008.
- If the default starting location must be run (may happen if there are too many players on a small map ,or old continent start : the script don't take in count placement of players with a distance less than 6 minus between players) : the coastal/inland start may be respected, the old world start will be respected, and the placement for hub, ring wheel will be respected.
- remove the version in the name of the script. Made first to prevent cache problems and no more cause problems with 3.13. This may prevent to update the script and have an error in your current game if it request an older script version name.
- rework the FFH2 barbarian world option. The barbarian cities are placed like in FoR with the units ,distance and buildings selections. Players can't start anymore on a barbarian city (FFH bug).
- FfH2 : control of unique features placement (%, normal ,far or only island placement). The maelstrom is placed in an inland sea if possible.
- FfH2 : control of Lair placement (standard, %). Towers are placed on choke points. All lairs are distributed on the map to prevent package of them. All lairs that spawn units are placed so they don't pack each others.
version 3.02 : released the 07/11/2008.
- Tectonics map by LDiCesare added.
- fix to prevent a CtD when you select the script if you can't use the game options with the MOD you play (would happened only when the MOD didn't load fine).
- option to begin on less populated continents.
Version 3.01 : released the 07/09/2008.
- some safety measures for text encoding and decoding for the menu.
- animals spawn get Hidden Nationality for FFH2.
Version 3.00 : released the 07/04/2008.
-> The script has been updated the 07/11/2009 . Version 3_10
##^^FoR_Current_Version : 3.11^^##