[Map Script] Full of resources

Wow Sto, yesterday I had a look at what you posted and now I can say that's quite a script! The screen solution seems to work and it's very effective in customizing the planet. This is a really good work (and by the way on my pc it doesn't take to much time to launch but I suppose that many options are still to be inserted).

Bal.
It looks quite different from the prior version. I can't wait to try out the final version.

I will post a version of the script as soon as the screen is finished , if someone want to check if all is understandable in the screen ( that can be very important because all the functions will depend on the screen ) . I've actually some headaches with the resources part and don't advance as quick as i would like . I'm hurry to begin to do the map script implementations but the screen is not of the same opinion and give me some incredible bugs . :wallbash: ... but this is in progress .

Tcho !
 
I will post a version of the script as soon as the screen is finished , if someone want to check if all is understandable in the screen ( that can be very important because all the functions will depend on the screen ) .....

Tcho !

I'm ok to test and check Sto

Bal
 
I'm ok to test and check Sto

Bal

thank you :) , i send you a PM as soon as the screen is finished ( in 1 or 2 weeks ... probably ) .

Tcho !
 
I can check, too, if you would like a second person.

Sure , you're welcome :) , i'll send you a PM . If you still have warlords , a little test would be great also ( i've sold mine) . But i don't think there will be some problems if the version is compatible with BtS and Vanilla . I've spent the night on the code and i'm about to finish the resources part ... i hope the game part will be faster .

Thank you , Tcho !
 
:aargh: I've finished the screen . So , i post it for testing .
just unzip the file and put it in PublicMaps ( the vanilla one is enough for all versions )

Some advises to test the screen : click everywhere , check if all is understandable (tool tips , help pop ups , options in general ) .

I've lots of ideas for new options , but i will wait to finish this version before beginning some new options . But if you have some little options you think of , do not hesitate to ask me .


If you have some more times to test :

_ Enable the debugger :

open your CivilizationIV.ini files located in the document folders ( vanilla , Warlords , BtS ) and put : ( do a back up of these files in order to restore them after the tests . the game slow down a little with these options )

; Enable message logging
MessageLog = 1

; Enable the logging system
LoggingEnabled = 1

; Overwrite old network and message logs
OverwriteLogs = 1

; Set to 1 for no python exception popups
HidePythonExceptions = 0


So if you encounter a bug , you can zip "PythonDbg.log" and "PythonErr.log" and post it in the forum (they are in the log document folder of the version you're testing )

Try to test the screen with different version ( vanilla , warlords , BtS ) and different MOD . Save and load some settings from any of these MOD into another one to check if all settings are well restored and if some settings not present in a mod are removed ( unit , resources , techs ... ) .

Many thanks for your help :) . I'm very happy to be able to work on the map scripts now ( the screen set up was too boring ) .

Tcho !

Edit : if you have some questions about anything , do not hesitate to ask me .
Edit 2 : the map script is not yet implemented , this is just the screen to enter options .
 
Hey Sto,
I just got an odd result that I don't think is an actual bug. I checked for there to be massive amounts of desert, tundra, and snow, with minimal plains and grass. What I got was almost pure flood plains in the warm areas and tundra and snow in the cold areas. I guess all the desert squares were flooded as there were maybe 20 or 30 squares of flood plains in a row.
 
Hey Sto,
I just got an odd result that I don't think is an actual bug. I checked for there to be massive amounts of desert, tundra, and snow, with minimal plains and grass. What I got was almost pure flood plains in the warm areas and tundra and snow in the cold areas. I guess all the desert squares were flooded as there were maybe 20 or 30 squares of flood plains in a row.

Sorry if i have given you a false hope :blush: ... the map script is not implemented yet . It just produce a fractal map with lots of rivers for the moment . The screen took me 2 month to do it and now i will begin to do the map script part (step by step) . I need to rewrite a lots of things so i really don't know how many times that will take . I will post a version as soon i have finished the map script part (all except the game options ) .

I just want a feed back on the screen , if there is bugs (i've done many tests but i can't test all ) and especially if all is understandable in the screen .

Tcho !
 
Here is the PythonDbg zip file from Warlords you requested.

Ok , all is good . you have the folder created and the script recognize Warlords .

Thank you again for the help .

Tcho !

Edit : but it seems that you do not have replaced the script before the launch , so all is write in the log instead of in the MenuDbg.txt .
 
OK, so that file works?

Yep the two files works , but the new uploaded write the log into MenuDbg.txt and you don't need to enable the debugger to have the log . This is the only difference . Anyway there is no implementation for the map script for the moment (sorry ). I just put in place all the debug and log functions before starting the map generation ( all the code were without any check and safety measure between the two versions ) . Now i can begin the implementation with a safe base .

Tcho !
 
Hy Sto,
sorry I'm little late but I had some troubles with my internet connection last days.
I'm sending you only the BtS PythonDbg.log file for your avail but I already can say that I did not encounter any problem with the script in all the three flavours of CIV (sorry but I don't use Mods so I can't test their compatibility). Everything ran smooth and fine for me. So, on the technical side it seems to me that for now all works well.
:goodjob:

So here it comes my report about ideas and comprehensibility. :scan:

IN GENERAL
1) Is it correct to call the check button "Refresh"? If it makes a check of the correctness of the values entered as the tooltip suggests, shouldn't it be called "Verify" or something like that? (whatever you choose in Italian they are: Refresh=Aggiorna; Verify=Controlla).
2) More than "Exit" I'd rather call the button "Confirm" or "Confirm and Exit".

MAPS TABLE
1) I had the possibility to select more than one kind of map. Shouldn't the selection of a land exclude other selection? In other words, if I flag Archipelago I should not be allowed to select any other map. What if, for error, I select 2 (or all)?
2) In Inland Sea there is the possibility to set sea level? But thinking I don't know how much it is important. I'll sleep well however.

GROUND TABLE
1) Grounds Selection: the same for the 1 of Map table: I have the possibility to select more then one type of ground: selecting more than one can cause a problem?
2) Italian translations: for Grasslands -- "Terre Maudites" = "Terre maledette"
for Plains -- "Disperso/a/e" = "Sparso/a/e"
for Plains -- What is "Reg"?

No other doubt.
Suggestions:
1) I found in the script "Planet Generator 0_68" the possibility to avoid land near pole ice: this way ships can always circumnavigate the entire globe while, with the land touching pole ice, it isn't possible. I think this is a good option to put for everyone can choice the possibility to reach every point of the coast and to avoid long and boring trips with slow ships.
2) In the same script there is an option to avoid the creation of 1 tile islands. I think I found this option in your script where you ask what is the minimum number of tiles for an island. Am I correct?

I think I said everything. Probably too much. The script seems to offer all the possibility to customize the maps the way everyone prefers and doesn't lack of any option Smartmap or Planet Generator offer. Really great work Sto.
Again thanks and let me know if I can be of more help.
:clap:

Bal.
 

Attachments

Hy Sto,
sorry I'm little late but I had some troubles with my internet connection last days.
I'm sending you only the BtS PythonDbg.log file for your avail but I already can say that I did not encounter any problem with the script in all the three flavours of CIV (sorry but I don't use Mods so I can't test their compatibility). Everything ran smooth and fine for me. So, on the technical side it seems to me that for now all works well.
:goodjob:

I've checked the python log . Everything works fine .


IN GENERAL
1) Is it correct to call the check button "Refresh"? If it makes a check of the correctness of the values entered as the tooltip suggests, shouldn't it be called "Verify" or something like that? (whatever you choose in Italian they are: Refresh=Aggiorna; Verify=Controlla).
2) More than "Exit" I'd rather call the button "Confirm" or "Confirm and Exit".

You're right , that will be more understandable .

MAPS TABLE
1) I had the possibility to select more than one kind of map. Shouldn't the selection of a land exclude other selection? In other words, if I flag Archipelago I should not be allowed to select any other map. What if, for error, I select 2 (or all)?
2) In Inland Sea there is the possibility to set sea level? But thinking I don't know how much it is important. I'll sleep well however.

1 _ all that you can select by multiple will be selected at random during map generation .

2 _ In inland sea there is only two options , wrap and start (coast , inland ) . Sorry i don't understand the notice . Perhaps are you talking about the default buttons ( climate , sea level ) . I can't force one or other because this is decided before you launch the screen for civ IV . But in the implementation , i will take in count if the original script is climated or have a sea level .

GROUND TABLE
1) Grounds Selection: the same for the 1 of Map table: I have the possibility to select more then one type of ground: selecting more than one can cause a problem?
2) Italian translations: for Grasslands -- "Terre Maudites" = "Terre maledette"
for Plains -- "Disperso/a/e" = "Sparso/a/e"
for Plains -- What is "Reg"?

1 _ look at MapsTable_1 lol
2 _ ok , i will change that . But i will post a txt translation file when the script will be finished . If some one want to correct my english and do the german , italian and spanish translation ( i use altavista and just check english->french and french->english to translate after in an other language )

Reg is a type of land , this is a rich desertic area found near tundra ( more plains ) . I was thinking that the translation was the same for all languages since this is an original region name , but perhaps not used in other languages to design this kind of regions . I will try to find another word for this level .

Suggestions:
1) I found in the script "Planet Generator 0_68" the possibility to avoid land near pole ice: this way ships can always circumnavigate the entire globe while, with the land touching pole ice, it isn't possible. I think this is a good option to put for everyone can choice the possibility to reach every point of the coast and to avoid long and boring trips with slow ships.
2) In the same script there is an option to avoid the creation of 1 tile islands. I think I found this option in your script where you ask what is the minimum number of tiles for an island. Am I correct?

1 _ i will check the scripts that may need this option , but for the moment i don't think about a lot of ? ( many of the default generator already do that .And i don't want that possible in large land maps , lakes, chess , inland sea ) . I need to check map that should require this option . Let me know what map you think in particular . That will be easier to check that while i will do the plot generation .

2_ you are correct .

I think I said everything. Probably too much. The script seems to offer all the possibility to customize the maps the way everyone prefers and doesn't lack of any option Smartmap or Planet Generator offer. Really great work Sto.
Again thanks and let me know if I can be of more help.
:clap:

Bal.

Thank you very much for the help :) . I've tested a lots of combination also and all seems to work . I'm doing the mod recognizance and then begin the script implementation ( i've finished today the debug and log part ) .
If you have some other ideas , do not hesitate to ask . Even if i will not do them for this version . I will add them to the todo list ( i want to add a lots of conditions for the starting location also but that need a in deep work , so i will do that after this version )

Tcho !
 
Hi Sto,
ok for the multiple selection and for the Inland sea (yes it's possible to set the dimension of the internal lake by the default sea level option).
I'll try to help for the Italian translation but surely Reg isn't used in Italian (all I found in english wikipedia is: a vast stony plain in a desert) but that's not a big problem because, as you said ,that's a geographical name.

As for the possibility to avoid the land to touch pole ice, I was thinking above all to Pangea and Continents (and sometimes Terra maps if I don't go wrong). Sometimes the northern or southern blocked routes limit too much the movement and use of the ships.

Bal.
 
Hi Bal,

I'll try to help for the Italian translation but surely Reg isn't used in Italian (all I found in english wikipedia is: a vast stony plain in a desert) but that's not a big problem because, as you said ,that's a geographical name.

I've changed Reg to Djebels , that is a more common native African word .

As for the possibility to avoid the land to touch pole ice, I was thinking above all to Pangea and Continents (and sometimes Terra maps if I don't go wrong). Sometimes the northern or southern blocked routes limit too much the movement and use of the ships.

Ok , i will force a least one case of water tile at the poles for these maps . Then i will try to create a path on ice if you don't remove them ( i will not do that optional i think , since most generations already done that but not succeed every times perhaps ). I will begin the map implementation today .

Tcho !
 
Back
Top Bottom