[Map Script] Full of resources

Pardon my ignorance, but I am wondering why in a multiplayer game each of the players would need a copy of the map generating program. Surely the python to randomly generate the map is only going to run on the PC that is hosting the game setup? Each of the players is not going to be generating their own map.

Thanks
jk
 
A thread where the famous Gerikes explain multiplayer set up for MODS . This must be the same for map scripts as i encounter every possible Out Of Sync trying to make these scripts compatible with the Civ4 transfert .

In short , I think that every player generate the map and the hosting player check if all game states are the same for all . For an example , when i've added the little pop up to tell you what are your new traits when you add lots , i've include the description of the traits in the pop up -> If you play between players with different languages the description is not the same for all and you get an out of sync ( i change that temporaly using the type description that is the same for all ) . Another example is that i use global variables to make the menu , and re-use them during the map generation . If i don't reinitialize these variables at the beginning of the generation -> the game check for these values and found they are different for every player and you get an OOS .

That's why there is the transfert of the script if one of the MP player have not the script ... to run it and check with other players . But because the civ4 transfert is not compatible with my scripts , every player must have the same script before lauching the game . That's also why i ask to rename the script if you change something in . If you launch a MP game with two different scripts with the same name , you get some different results and so an OOS .

Tcho !
 
Sto, we've started playing with your maps again, and we get the same problem again, that we have this "sending map to players" thing every time we begin a game. We made very sure that we both have the same version, with exactly the same name, in exactly the same place. any ideas?

NM this for now, my friend copied the .py into his publicmaps but didn't restart Civ IV. Will report back if problem still exists next time around.
 
NM this for now, my friend copied the .py into his publicmaps but didn't restart Civ IV. Will report back if problem still exists next time around.

Sorry , i've got no idea of what can do that . I use to play with a friend and we never get this bug . We have both the same version of the maps just in Civ4 "public maps" folder (not warlords) even when we play with warlords . As i frenquently make some tests (some little changes) and never got this bug ... i don't know .

The only thing i think is perhaps a file caching problem ... again . The game have perhaps saved the map ID ( date and size ) in the cache and do not refresh it even if you've change the scripts !? . You can test that :

1 _ edit "CivilizationIV.ini" located into the folder "C:\Documents and Settings\<User name>\My documents\My Games\Warlords" for warlords or/and "C:\Documents and Settings\<User name>\My documents\My Games\<civ4 folder>" for vanilla . You can edit it with notepad .

2 _ and set :

DisableFileCaching = 1 (default option i think)
DisableCaching = 1

or this :

1 _ go into the folder : "C:\Documents and Settings\<user name>\Application Data\My Games\Warlords" for warlords or C:\Documents and Settings\<user name>\Application Data\My Games\<civ4 folder>" for vanilla .

2 _ Delete the folder "cache"

If you use to play with different MOD and maps , i strongly recommand you the first solution for all players in the MP game . even if this not solve the problem with my scripts . The lost of time on initialization is less than 30s for a big MOD like FFH2 (I still don't understand why there is such a choice . Disabling file caching by default would be a better choice by the civ4 programmers i think ) .

Does the map is launch until the end (get the OOS ) and every player can reconnect ? I know this is not a good solution but this appear only one time when you start the game , and not after when you load it . As i can't reproduce the bug , i don't think of anything else . If you have the loggin enabled , can you post "network-2056.txt" please ? but i don't think this may be a great help .

I can make the scripts disabling file caching but i don't want to touch the users settings .

Please tell me if the first solution works if you try it . Sorry i can't help you much .

For infos : i've done half of the new version for a map , and begin to work on FFH cultural linked starting location and a special implementation for the "one city challenge" option (with or without starting barbarian cities ) . The next version is not for tommorow as the implementation becomes very different for all maps .

Tcho !

EDIT : i must be blind and don't see the quote . Thanks for your feed back !:) :rolleyes:
 
Hi,
is there a way to change the language in this MapScript back to english.
I've installed the german version of Civ4 and it is really hard to understand the translation of the pulldown menus *translation bot slap* :crazyeye:
I can change the language of the game in the option menu, but the Script still remains german :confused:

Regards, Leiche
 
Hi,
is there a way to change the language in this MapScript back to english.
I've installed the german version of Civ4 and it is really hard to understand the translation of the pulldown menus *translation bot slap* :crazyeye:
I can change the language of the game in the option menu, but the Script still remains german :confused:

Regards, Leiche

Hi ! re :)

If you change your language to english and the scripts is still in german , probably you need to restart civ4 , but all the scripts you don't show before the change should appear in english after .

There is a way to set the scripts in english and keep civ4 in german . you can edit the script with notepad and look for ( there is lots of other settings you can found at the beginning of the script , but remember that if you change some others , you must send it to your friends before playing in MP game ... it's better to rename the script in this case):

Code:
#### choose language of the map menu  : -1 is for default , 0 : English , 1 : Fran&#231;ais , 2 : Deutsche , 3 : Italiano , 4 : Espa&#241;ol
def getLanguage():
        return -1

and set "return 0"

But you need to do that in all the scripts you want to play ( i remember also i've not test that for OOS , but should work . I will make a test tomorrow with a friend to check OOS problems with that ) . I don't want to make a ".ini" file to group common settings like this because there is lots of folder you can put the scripts and so not easy to found (that will cause also OOS problems with different ".ini" ).

Tcho ! :)
 
The text to translate in german for Leiche . Thanks for your work :)

Tcho !
 
Thanks for your text. It made the translation pretty easy :goodjob:

Here you go :)
 
Great , i will incorporate that tommorrow :)

Tcho !
 
New version 2_993 with the german translation made by Leiche .

Tcho !
 
Great Sto :goodjob:
I'll download the scripts and give you feedback on them ;)
 
Ok, maybe I was to fast ...
I tried to download the new version, but it was 2_992 :confused:
Btw ... I now realizied that there is a readme file included. I'll give you a translation on this one too ;)
 
Ok, maybe I was to fast ...
I tried to download the new version, but it was 2_992 :confused:
Btw ... I now realizied that there is a readme file included. I'll give you a translation on this one too ;)

I've just verified the version , it's the 2_993 . Thanks for the readme file but i think there is lot of things that will change in the next version ... but the next version is not for tomorrow . :)

Tcho !
 
Ok, now I got the right versions :D
I've take a look on all scripts and all of them are now understandable for germans.
The only thing I found was in the pulldown menu "Staring resources" the german word "Ressourcen" should be written with the capital letter "R" ;)

greets Leiche
 
Ok thanks , i will change that right now , and it will be included in the next version .

Tcho ! :)
 
Three things:
1.) I'd like an option to set tribal villages to none. None, or merging the bonus with barbarian cities, and I don't think the latter can be done.
2.) There are a lot of fish 3 squares away from land. I don't recall seeing this in Vanilla Civ, and they seem mostly pointless, though I guess they could help players with sprawling cities.
3.) I tried giving everybody 4 extra starting resources, but now that I'm far enough in to reveal them, only 2 are there for me. Would you maybe be overwriting them - adding mithril and then replacing it by adding copper in the same tile?

Thanks for this script; I like it a lot.
 
1.) I'd like an option to set tribal villages to none.

No problemo , i will add that in the next version .


1.) ... or merging the bonus with barbarian cities

Sorry , i don't understand what you mean . Can you give me an example of what you want ?


2.) There are a lot of fish 3 squares away from land. I don't recall seeing this in Vanilla Civ, and they seem mostly pointless, though I guess they could help players with sprawling cities.

I don't think that comes from the script , i just take in count two squares from the coast for the moment . I will check that , but i don't change this for a moment and never seen that ... probably FFH put the 3 bonus , but that's seems to be a lot with the default implementation of FFH .

3.) I tried giving everybody 4 extra starting resources, but now that I'm far enough in to reveal them, only 2 are there for me. Would you maybe be overwriting them - adding mithril and then replacing it by adding copper in the same tile?

I will give more information with the next version about that . As i change lots of things , i want to finish before giving all details on implementation .

Some details about that :

- There is no replacing of resources when adding a resource near or around starting location ( that's why there is a button to erase all if you want and choose the starting bonus ) .

- if you've choosen default implementation for resources , the script does not extend the placement of resources ( for an example , if a bonus can only be placed on tundra , it will not appear on the other terrains ) . In this case and if you want to extend the placement of resources , choose 5&#37; ( the lowest level of resource percentage ) : you will have a default implementation with no resources added (or just a little), but the script will extend the placement of resources for the resources added near or around the starting location ( the extension of resources check if the improvement for the bonus is doable before putting it on a non standart place ).

- when you add a resource near or around starting location , if one of the player can't have the bonus , none of the players will receive it . ( this is probably what happended )

- the resources are added in the order you have choosen in the menu . It's better to place the resources you prefer before the others .

If you've the logging enabled , can you send me the "PythonDbg.log" file to check if there is a problem ? ( But i've made tons of tests with starting bonus and never got a problem )


Tcho ! :)
 
Sorry , i don't understand what you mean . Can you give me an example of what you want ?

I could be wrong but I think he means setting it so that capturing a barbarian city provides a tribal hut bonus, e.g. capturing a barbarian city and recieving a technology or a scout.
 
I could be wrong but I think he means setting it so that capturing a barbarian city provides a tribal hut bonus, e.g. capturing a barbarian city and recieving a technology or a scout.

Ok , Thanks Thedrin :) . No this is not possible through the map scripts . Even if i add that , this will be lost when you will restart Civ4 ( the only things i can change are some things that are added or modified at the beginning of the game , all that happen during the game can't be save through a map script ). If you want some help to do that , that should not be too hard to do but need some MODDING .

1.) I'd like an option to set tribal villages to none.

About that , and if you can't wait for the next version ( that should take a long time to finish the scripts ) . You can edit the scripts with notepad and copy paste that at the beginning of "def addGoodies():" ( make a search with notepad ):

Code:
def addGoodies():
        return None

Do not take care of the rest of the code . If you can't achieve it ... tell me and i will post a temporary version with this option , it should not take a lot of time to do that.

Tcho !
 
Version 2_994 out . "None" selection for goody huts added and german translation error fixed .

Tcho ! :)
 
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