[Map Script] Full of resources

BUG fixed for FFH2 . That was a little bug with XML values . FFH2 introduce unitClass without default unit and i didn't check that !

Now GO FRANCE !

Tcho !
 
crazyastro said:
warlords compatibility?

Sorry , I don't know ? :confused: ?

i can't buy Warlords for the moment ... but i think there is no problem with the map generation . For the technologies , units and reveal ... i really don't know because i can't test it ...

But if these options cause the game to crash and you still want to play with the mapscript without tech , unit , barbs and animals :

you may edit the mapscript (with notepad or python) and make this change at the beginning of the script :

Code:
def enableAddGameElements():
        return False

I can't do anything else without warlords ... ( perhaps someone will reply )

Tcho !
 
I have Warlords and am loving this script. I wish that it were available with other land types, such as terra or panagea. The resources all work, and it seems to give you the starting resources you ask for. However, it doesn't seem to give you the techs or starting units that you ask for.
 
FastWorker said:
I have Warlords and am loving this script. I wish that it were available with other land types, such as terra or panagea. The resources all work, and it seems to give you the starting resources you ask for. However, it doesn't seem to give you the techs or starting units that you ask for.

Thanks for the feed back , i can't have warlords for the moment so i can't fix it . i will loose internet for a month , so i will not be able to change that soon . but i will try to seperate chosen tech , units , animals and barbarian's cities to see if the problem is global with warlords or if this is just a bug in one section ( i will also take a look at the warlords API to see if the solution if obvious ) .

i will have no problem to make that for the pangea script (and this will be in the next version ) , but this will be more difficult for terra ( i'm not sure i will have the time to do that in the next month ) ... sorry , but you will have to be patient (a month ) if i can't achieve that before the end of the week .

Tcho !
 
actually , i rewrite the starting bonus and units . i solve the problem with multi MODS like FFH and civ4 map transfert .

But i wanted to know if the problem is solved with the Warlords expansion ( i don't have it , and i try to solve the problem with the help of the FastWorker's log file ! ) . if some one could test this map script with warlords and tell me if he achieve to have a starting unit or reveal part of the map , that would be great !

Thanks ! Tcho !
 
It works!

Even the parts that didn't work with the 2 other Sto script maps work. I added a worker, scout, and great person to the start screen. They all showed up, as well as the resources I requested. I picked "to the madness" for animals, and boy was it not kidding. They showed up at the start of the game instead of waiting a dozen or so turns, like normal, which unfortunately meant for me that my scout was killed by a bear & panther team about 4 turns into the game.

My warrior was killed not long after as the animals seemed to travel in packs. It was not uncommon to see a bear, another bear, a lion, and a wolf all within range of eating my unit. I wasn't able to explore effectively until I got the chariot and even then considered having them travel in groups of two to let them survive long enough to heal. But the other teams were having issues with the animals, too, as every other unit I met was injured.

With all the resources, the cities grew amazing quickly. It changed the game by having some countries show up at 1000 AD, well after I thought I had met everyone, but turned out to be on the far end of the world, probably losing their scouts, too.

I don't remember running into any barb warriors, but I built the Great Wall rather quickly, so that is probably why.
 
FastWorker said:
It works!

Even the parts that didn't work with the 2 other Sto script maps work. I added a worker, scout, and great person to the start screen. They all showed up, as well as the resources I requested. I picked "to the madness" for animals, and boy was it not kidding. They showed up at the start of the game instead of waiting a dozen or so turns, like normal, which unfortunately meant for me that my scout was killed by a bear & panther team about 4 turns into the game.

My warrior was killed not long after as the animals seemed to travel in packs. It was not uncommon to see a bear, another bear, a lion, and a wolf all within range of eating my unit. I wasn't able to explore effectively until I got the chariot and even then considered having them travel in groups of two to let them survive long enough to heal. But the other teams were having issues with the animals, too, as every other unit I met was injured.

With all the resources, the cities grew amazing quickly. It changed the game by having some countries show up at 1000 AD, well after I thought I had met everyone, but turned out to be on the far end of the world, probably losing their scouts, too.

I don't remember running into any barb warriors, but I built the Great Wall rather quickly, so that is probably why.

Great :) !

Thank you , i will finish this script as soon as possible . I'am happy to see that the map goes with WArlords . Many tanks for your log file , that help me much . I think i don't understand everything with the animals . the script add 50 % tiles with animals (to the madness settings ) ... For the game play ,you have to try some settings . You may use animals for two reasons : slow the exploration or speed up the game with start strong unit . Anyway when you choose to add lots of barbarains , i recommand you to put 1 copper for everyone and mining to make some good units at the start of the game . In fact it's up to you to find a good game play like you want to play ( that's why i've put all into % and no restriction) .

there is also some settings at the beginning of the script (you can edit it with notepad ) where you can change lot of things ... animal percent , min distance for barbarian cities etc ... there will be more in the next version .

i begin to work on the starting location resource , i PM you as soon as i've finished one .;)

Tcho!

edit : you 've saved me with lots of hard works !
 
Oh, I wasn't complaining about the many animals, at all. I thought it was great fun to have the option of having so many that you couldn't even dodge them. It added a whole new element to the game.
 
Don't worry ! i don't understand everything in english that's why i prefer explain again and looks like rude ... :lol: (i even don't know if that's mean something :crazyeye: )

Tcho !
 
If you use a script like this for a mod with custom resources (for example Green Tea and Black Tea), does the script use the resources or only the ones in the original game?
 
The script use all resources . there is no default resources coded in the script , all is dynamical .

Tcho !
 
Out the new version of the maps :

_ All previous bugs fixed . (FFH2 compatibility , Warlords compatibility , ...)
_ A new button to egalize starting resources .
_ all starting resources has been redefined . better placement around the starting point . The script now calculate a realistic region of player .
_ all starting techs has been redefined .
_ all starting units has been redefined .
_ some buttons to choose the starting traits : need to play a MOD with The Lopez's Scriptable Traits . Implemented for FFH2 . I will try to compile this MOD COMP for those who play with no MOD or a "without SDK" MOD , for 1.61 .

Tcho !
 
I've posted a compilated version of the MOD COMP Scriptable Leader Traits made by The Lopez . (1.61 only for the moment , i will try to get the warlord sdk)

It's loadable as a mod is you like to play without MOD or easy to adapt for a MOD without SDK .

Tcho !
 
I just tried this, but for some reason, when I try to choose the variables, it always reverts back to random. For example, if I pick width size as 3, it goes back to random. It appeared to do this with every option for both the lakes and archipelago.
 
I don't fully understand . You can't select any button of the map ? the button return every time to random , that's it ? or you don't recover the old settings saved with the map ?

I get no problem with 1.61 so , If you can't select any button of the map . This is probably a new bug caused by warlord . i have a little idea of what may cause that and this is not a good news . But i will have warlords within a few days , this will help me to find the cause of that .

anyway , can you tell me if i've well understood ?

Thanks ! Tcho !

Edit : Ok ! i've got warlords and i've seen the problem and begin to fix it .
 
I just tried this, but for some reason, when I try to choose the variables, it always reverts back to random. For example, if I pick width size as 3, it goes back to random. It appeared to do this with every option for both the lakes and archipelago.

Ok ! there is no problems if you put a copy of the scripts into the folder : ... Civ4\Warlords\PublicMaps . You can have a copy of the maps in both folder PublicMaps and Warlords\PublicMaps ... there is no problem .

I will compilate the Scriptable Leader Trait by the Lopez soon for warlords, if you want to change your traits ( and play with no mod )

Thanks for the feed back ! Tcho !
 
Ah. When I checked, I had indeed placed the maps in the civ4/publicmaps folder instead of the civ4/warlords/publicmaps folder. I'll try it again.
 
I've posted a compilated version of the MOD COMP Scriptable Leader Traits made by The Lopez for WARLORDS
It's loadable like a mod is you like to play without MOD or easy to adapt for a MOD without SDK .
But i've not tested it for multiplayer games , that should work .

Tcho !
 
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