[Map Script] Full of resources

Thank you all, i will try to finish it for Christmas ^^.

Tcho !
 
Great script!

Any chance of implementing Fall Further?

What do you mean by implementing FF ?

I will download it but have no time to put my noise on some code for the moment.

Tcho !
 
When I have Fall from Heaven mod, there is FfH tab. But when I load Fall Further, there isn't FfH tab...

The answer is in the first page. The name of the MOD must contain "Fall from Heaven 2" to be recognized. So you should rename your "Fall Further" with "Fall from Heaven 2 Fall Further". But I'm not sure that will work for graphics. If you get an error, the only solution is to copy the entire folder and rename it. I'll include "Fall Further" in the check for the next version.

Tcho !
 
I haven't seen any Griffons in .34. They should spawn initially on Grass/Plains, I believe.
 
I haven't seen any Griffons in .34. They should spawn initially on Grass/Plains, I believe.

If you mean for animals placed at the beginning of the game, I've made a quick test and get some.

Tcho !
 
If you mean for animals placed at the beginning of the game, I've made a quick test and get some.

Tcho !

Duh! I had them turned off. Sorry to bug you.

When you get around to FF, though, notice that there is a national hero named Mother (a humongous Spider) that is flagged 'Animal'. Unless you go in and edit the UnitInfo file, your script will put a lot of these out at the beginning. Not fun at all.
 
Duh! I had them turned off. Sorry to bug you.

When you get around to FF, though, notice that there is a national hero named Mother (a humongous Spider) that is flagged 'Animal'. Unless you go in and edit the UnitInfo file, your script will put a lot of these out at the beginning. Not fun at all.

The spider should appear in the list of animals you don't want to be placed (unless it should not be placed) -> just select it.

Tcho !
 
I just loaded FFH 2 .40 and now FoR hangs after the first phase of map generation -- about a sixth of the way across the status bar. I have a clean installation that works with other scripts. No change to my FoR configuration. Using 3.06.

Update: After a few tries I got one to complete.
 
I just loaded FFH 2 .40 and now FoR hangs after the first phase of map generation -- about a sixth of the way across the status bar. I have a clean installation that works with other scripts. No change to my FoR configuration. Using 3.06.

Update: After a few tries I got one to complete.

Can you zip the FoR folder and post it or just the debug files and your config file. I will take a look at that.

I've taken a break with civ IV modding so i have not even try 0.40 yet. I will also do that with my config to check what happen.
 
I've tried with different configs and get no problems.
Can you post your config file when you get a problem please ? (and the logs files with it)

The status bar don't refresh with FoR. So if you have put a lots a time consuming options on a huge map, you just have to wait perhaps.

Tcho !
 
Sorry for the delay in getting back to you. I do not check this forum very often. Since then I have generated maybe 50 maps, and although sometimes they took longer than usual to complete, they eventually did.

I'm ready to conclude that this is a Vista memory management problem and not anything wrong with your script. The first incident occurred after I had terminated a BitTorrent session, which had eaten up all the available memory. It appears that Vista had not deallocated that memory and the map generator was having to fight for it and eventually appeared to Vista as if it had terminated. I gave it about 10 minutes to finish and when I checked with Task Manager, it was listed as not running.

The other occasions where the map generator takes a long time (as much as 5 minutes rather than the usual one minute or so) are following new installations of FFH2 or modmods.

I'm attaching my configuration file anyway in case that is of some value.

Finally, you probably already know this, but in the latest release of FFH2 there have been some changes to the options file because of the addition of the scenarios. There were some problems at first so Kael says he is no longer using it. However, at the time .40 came out, the FFH page from the map generator went away.
 

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I'm ready to conclude that this is a Vista memory management problem and not anything wrong with your script. The first incident occurred after I had terminated a BitTorrent session, which had eaten up all the available memory. It appears that Vista had not deallocated that memory and the map generator was having to fight for it and eventually appeared to Vista as if it had terminated. I gave it about 10 minutes to finish and when I checked with Task Manager, it was listed as not running.

The other occasions where the map generator takes a long time (as much as 5 minutes rather than the usual one minute or so) are following new installations of FFH2 or modmods.

I can't do anything for that sorry. I don't have vista and can't see if an hidden management option would do it well. The only thing you can do is probably to stop current programs while generating a map. I've got also a torrent file finishing one time but the game make a pause while completing and get no problem after.

However, at the time .40 came out, the FFH page from the map generator went away.

I've made a test when 0.40 has been out and now with patch l. And i get the FfH page in the map generator !?

Remember that to recognize FfH, the map generator just check if "Fall from Heaven 2" is in the current MOD name and if you are running BtS. If you play a ModMod, rename it "Fall from Heaven 2 : Mod Mod". If you get some graphic initialization problems, copy the mod folder before renaming (that mean some graphics search for the path with the original mod name).
If you still don't get the FfH page in the map generator, send me the debug files in the FoR folder (MapGenerationDbg.txt and MenuDbg.txt). I can check what happen since i can't reproduce the bug.

Tcho !
 
Hello again! Didn't you say a while back that you were working on a 3.07 version? How's that coming along?

And what do you think about adding Continents and Islands? It produces some great looking landmasses, but needs the kind of options you provide.
 
Hello again! Didn't you say a while back that you were working on a 3.07 version? How's that coming along?

I don't play nor create anything for CivIV by the moment. I will probably come back later with the script. But i don't know when.

And what do you think about adding Continents and Islands? It produces some great looking landmasses, but needs the kind of options you provide.

I've not tested it so i can't tell and I don't even have the time to do a single FfH game so not to test any other map script at all. Anyway i won't consider to integrate another map script without the agreement of the creator (anymore).

Tcho !
 
I can't get the scripts working with Fall Further 050. I don't get the options screen and when I try to bring it up using the last item on the menu, it crashes. I'm guessing this has to do with the options file.

As always, I'm most grateful for your help.
 

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I can't get the scripts working with Fall Further 050. I don't get the options screen and when I try to bring it up using the last item on the menu, it crashes. I'm guessing this has to do with the options file.

As always, I'm most grateful for your help.

Ok, thank for report ! this should be fixed with the last version. I don't have the time to play so I have a question :

For the option that spawn barbarian cities, I've put the owner as the "orc" civilization with Fall Further. But I've seen there is a third barbarian civilization the "demons".

And because I've not the time to play, is it right to spawn the barbarian cities as "orc" cities or would them be also "demon" cities ?

Tcho !
 
version 3.07 out , change log :

- 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).

Tcho !
 
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