[Map Script] Full of resources

Addition of Custom Continents and hub .

I've also include the version into the name of the script to prevent file caching problems .

I've a lots of details to work on before the version 3.00 and the addition of inland sea and wheel .

Tcho !
 
Great work. A big Thank You from Austria.

These scripts are exactly what I searched for and missed in the standard version. :)
 
Could you make it possible to generate maps for more then 18 civs?
 
Great work. A big Thank You from Austria.

These scripts are exactly what I searched for and missed in the standard version. :)

Thanks , pleased that you like the scripts . :)


Could you make it possible to generate maps for more then 18 civs?

The starting locations is the next work i want to improve , ( with lost of other details , like to make the script readable by another scripter) . I have already improved parts of some or entirely change them .

I've never played with more than 18 civs but :

- for Hub : it's near impossible for me to do that now, that's need a huge work .

- for Archipelago : the script let the default implementation if more than 18 civs

- for custom continents : the number 18 is hard coded into the script ( never noticed it before ) ... will look if this can be simply changed or intentionnal.

- for terra , Chess , Pangaea , Lakes : i've totaly rewritten the starting locations and i've made no "18 civ" limit . If the script can't place all player , it let the default implementation do .

So , exept for Hub and Custom Continents , you should be able to play with more than 18 civs . If not , tell me wich MOD you play and i will take a look to understand why .

Tcho !
 
For Bringa and other players that want details on trait implementation . I've added an explaination in the first post .

Tcho !
 
A bug fixed for non english languages in the traits selection.

Tcho !
 
Hey Sto, merci pour tout ton effort pour le script!

Is it possible to get a sto version of fractal or continents? I can't stand the unnatural shapes and locations of custom_continents.
 
Ty Sto.

I was playing Genetic era mod with Archipelago and your map, and it tends to produce only a very limited number of starting islands. Maybe look into that?
 
This script doesn't appear to work with either vanilla or Warlords for Mac... I can select the map in the custom game menu, but none of the other options for the script appear in the menu. It just says custom_<xyz>. On top of that, when you actually start a game using any of the maps (without changing any options, obviously, since they don't exist), it creates a world that is completely grassland and rivers with a few forests. Any way you can check that out?
 
Thankfully, AlanH has graciously altered the script so that it works on a Mac, and I can play your excellent script! :-D The thread for that can be found here. However, I have some questions. In your script, you comment in the world size generation section that altering the sizes is encouraged because Earth-type maps are supposed to be huge. However, I don't know how to set the values appropriately. When I attempt to increase the values for Huge size in what I think is the correct proportion, my whole computer locks up. How can I fix this? Also, it appears that in Sto_Terra, the default barbarian setting is "raging" because I encounter a complete bloodbath around the year 100 BC, with multiple barbarian cities all across the continent--and this is with barbarian cities set to "None" and animals set to 2%! Is there a way I can edit the strength of the barbarians? That would make the map much more playable. Thanks very much!
 
Hey Sto, merci pour tout ton effort pour le script!

Is it possible to get a sto version of fractal or continents? I can't stand the unnatural shapes and locations of custom_continents.

No Problemo , i will make them the next week . :)


Ty Sto.

I was playing Genetic era mod with Archipelago and your map, and it tends to produce only a very limited number of starting islands. Maybe look into that?

I don't change anything with the plot generation of every map . Do you play with the option Snaky Continents , Archipelago or Tiny islands ?
As i've just change some little things into the starting locations , i will take a look at that . :confused:

EDIT : Not sure i've all understood . Do you mean that all players start on the same(s?) islands ?


Thankfully, AlanH has graciously altered the script so that it works on a Mac, and I can play your excellent script! :-D The thread for that can be found here.

Thanks , i will try to make the script compatible for mac . As i can't fix problems directly , i will try to adapt the script with this thread . :)


In your script, you comment in the world size generation section that altering the sizes is encouraged because Earth-type maps are supposed to be huge. However, I don't know how to set the values appropriately. When I attempt to increase the values for Huge size in what I think is the correct proportion, my whole computer locks up. How can I fix this?

Excuse me ! But I've not understood ( the problem and translation ) . Can you give a concret example on what you're doing . ( my whole computer locks up = your computer stop responding ? ) :confused: Sorry for my poor english :confused:


Also, it appears that in Sto_Terra, the default barbarian setting is "raging" because I encounter a complete bloodbath around the year 100 BC, with multiple barbarian cities all across the continent--and this is with barbarian cities set to "None" and animals set to 2&#37;! Is there a way I can edit the strength of the barbarians? That would make the map much more playable. Thanks very much!


In fact , i don't touch anything into barbarian settings ... the default "raging" setting has nothing to do with the map scripts .
With the scripts , you have the choice of addind barbarian cities and animals at the beginning of the game . But i don't change the Civ IV barbarian settings . They are just added .
The percent of barbarian cities is just : "the number of city placed"/"the number of maximum cities possible to place , according with some settings"
The percent of animals is the percent of avaible land ( excluding city radius and starting location ) where to place an animal .

However , you can edit the script and look for that at the beginning of the script . you can directly change values here .

Code:
#### define the set of barbarian cities percents .
def getBarbarianPercents():
        return [0,5,15,25,40,65,100,(10,25)]

#### define  1 : the minimum distance between a player starting location and a barbarian city
#### define  2 : the minimum distance between two barbarian cities
def getBarbarianDistances():
        return [7,5]

#### define the set of wild animals percents .
def getAnimalPercents():
        return [0,2,5,11,18,25,35,(7,20)]

Do hesitate to tell me if i've not entirely answer your questions . Because i don't understand everything :)


Tcho !
 
Sto,

I do appreciate your work and your answering everyone's questions. Using AlanH's edits to your script, I've been playing more on your Sto_Terra script. The big problem I have with it is one that I've had all along. When I set the "Wild animals" option to "None", there are still animals in the game. Lots of them. Apparently, that setting does not work. Also, both my friends who run your script on PCs and I, who run it on a Mac, have noticed that the barbarians are very strong on any difficulty. Too strong. Around 1000 BC or 1 AD on an Epic speed game, suddenly hordes of barbarians begin appearing from nowhere around our cities. We sent out scouts to see if they were coming from cities, but we found no barbarian cities anywhere nearby. Eventually, we simply had to give up on a couple of games because we could not keep them away. That was only Warlord difficulty, too. When we click the option for "No Barbarians," that works. There are no animals or barbarians. So, we aren't sure what the problem is. Is there anything at all that you can do? We love your script, except that we have a hard time playing it because there are so many animals and barbarians. Thanks much!
 
When I set the "Wild animals" option to "None", there are still animals in the game.

I don't control the animals setting with this option , this is just the number of animals added at the beginning of the game . if you put "Wild animals" option to "None" and "raging barbarian" , you will have no animals at the beginning of the game because i don't add any . But with "raging barbarian" they begin to spawn after turn 5 (SDK source) .

i.e : - my script simply add some units at the beginning of the game
- this is the civ4 barbarian setting that regulate the spawming of barbarian units during game .( where i don't touch anything )

Around 1000 BC or 1 AD on an Epic speed game, suddenly hordes of barbarians begin appearing from nowhere around our cities. We sent out scouts to see if they were coming from cities, but we found no barbarian cities anywhere nearby.

When you change era or a limit of city is reached by area : Civ4 begin to spawn military units first , before creating cities . I don't control that .

So, we aren't sure what the problem is. Is there anything at all that you can do? We love your script, except that we have a hard time playing it because there are so many animals and barbarians. Thanks much!

I've just taken a look at the C++ function that create animals , units and cities . There is a restriction depending on era , num player cities , barb options and number of already animals and units . So , even if i add a lot of animals at the beginning of the game , Civ4 don't add another units since the limit is reached . Howewer if you add barbarian cities ,they will create units from the very beginning of the game .

Once again , i don't touch any barbarian setting into civ4 , they are just added at the beginning of the game . Are you sure that there is a big difference with another script when you add no barbarian cities or animals with my script ? ... As i don't change anything into civ4 and the civ4 implementation garanty a max limit of barbarian units before creating one , i don't understand :confused:

I've never get problem with animals and barbarians with 1.61 . But i will try to make a game with warlords before the release of the map compatible for mac ( need 3 or 4 days more, too hill to make them ) . Perhaps an unexpected thing happen but i don't understand how that can be possible !


Tcho !

Edit : have you read the spoiler into the first post ?
 
Addition of the Fractal and Continents scripts . This version should be compatible with MAC OS with big thanks to AlanH for that . :)

Tcho !
 
A bug fixed for FFH2 Traits implementation ( thanks Bringa :) ) : adaptive and insane were replaced even if you 've chosen default traits .

Working on reducing the number of buttons ...

Tcho !
 
This mod is great. I'm new to it, and am having difficulty with the world sizes. There seem to be 2 different options for adjusting the world sizes. One being a multiplier for the height and width, and another, 'Big Sizes' or soemthing that simply doesn't make sense to me.
 
This mod is great. I'm new to it, and am having difficulty with the world sizes. There seem to be 2 different options for adjusting the world sizes. One being a multiplier for the height and width, and another, 'Big Sizes' or soemthing that simply doesn't make sense to me.

For info , I will probably disable this tree buttons for the next version , because i want to reduce the number of buttons ( cause of the CTD ) and i think this 3 buttons are not used a lot . But you will be able to reactivate them into the scripts .

I add an explaination into the first post .

Tcho !
 
Wow... thanks for the prompt reply. Anyways, seeings as though your here...

What does the 'meadows' option do?

And how does 'plains' work? Does the option ''Reg" under plains stand for 'regular'?

Besides that, I think the rest is pretty easy to understand. I'm going to have fun with this.
 
The explainations for the size of maps are added .

For the terrain , i will probably change that also and try to make only one button .
There is an explaination into the readme.txt . Meadows=Grass ( will change that ) .
All five buttons for terrains interferate each other . But the level is the same that with other buttons (few , little , much , lot , huge ) . If you put "standart" level for all fives , you get a climat near the original map ( to have a reference ) . "Reg" is a word to design a kind of terrain ( near desert on fresh steps ) , lots of plains ( using altavista , i was thinking that reg was also used in english ) .

Tcho !
 
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