[Map Script] Full of resources

Thank you very much.

- 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 )

I just sent a unit through a foreign capital, and they have the same 2 of 4, so it looks like you're right. Sorry about the false alarm, and thanks for the advice on placement order.


I didn't think I could talk Kael & Co into merging goody huts and barbarian cities, since FfH maps don't start out with barbarian cities, so I was hoping you'd be a softer touch.:)
I don't know anything about Modding, I just assumed there was a way to put in some sort of tile-based conditional event trigger. Oh, well.

Thanks again (and to Thedrin for explaining me).
 
I didn't think I could talk Kael & Co into merging goody huts and barbarian cities, since FfH maps don't start out with barbarian cities, so I was hoping you'd be a softer touch.:)
I don't know anything about Modding, I just assumed there was a way to put in some sort of tile-based conditional event trigger. Oh, well.

I will explain you how to do ( i don't make the file for you because you will need to do that everytime you update FFH2 ) :

1 _ edit "CvEventManager.py" located into the folder "<civ4 folder>\Mods\<Fall from Heaven 2 folder>\Assets\python" with notepad , notepad ++ or python . Do not forget to back up the file before (copy it and rename it adding ".old" at the end)

2 _ look for "def onCombatResult(self, argsList):" with the search function

3 _ copy paste the part of code below between the #####:

Code:
	def onCombatResult(self, argsList):
		'Combat Result'
		pWinner,pLoser = argsList
		playerX = PyPlayer(pWinner.getOwner())
		unitX = PyInfo.UnitInfo(pWinner.getUnitType())
		playerY = PyPlayer(pLoser.getOwner())
		unitY = PyInfo.UnitInfo(pLoser.getUnitType())
		pPlayer = gc.getPlayer(pWinner.getOwner())
		bUncaptured = True

		########## goody received on barbarian city acquired START
		if pLoser.getOwner()==gc.getBARBARIAN_PLAYER():
                        pPlot=pLoser.plot()
                        if pPlot.getNumUnits()==1 and pPlot.isCity():
                                handicapXML=gc.getHandicapInfo(pPlayer.getHandicapType())
                                numGoodies=handicapXML.getNumGoodies()
                                for i in range(CyVariableSystem().getValueInt("NUM_DO_GOODY_ATTEMPTS")):
                                        iGoody=handicapXML.getGoodies(CyGame().getSorenRandNum(numGoodies, "Bob"))
                                        if pPlayer.canReceiveGoody(pPlot,iGoody,pWinner):
                                                pPlayer.receiveGoody(pPlot,iGoody,pWinner)
                                                break
		########## goody received on barbarian city acquired END

		iDiseased = gc.getInfoTypeForString('PROMOTION_DISEASED')
		iFireResistance = gc.getInfoTypeForString('PROMOTION_FIRE_RESISTANCE')
		iImmuneDisease = gc.getInfoTypeForString('PROMOTION_IMMUNE_DISEASE')

4 _ If you have a game in multiplayer , do not forget to send this file to the other players before playing . ( do not forget to tell them to make a back up of the file )

Do not hesitate to ask me questions if you can't achieve to do this !

Tcho ! :)
 
Version 2_995 . Just a kick fix for FFH2 : now , The trait fallow can't be selectable , can't be removed from the infernal and can't be aleatory chosen .

Tcho !
 
Hi there, I'm a total n00b when it comes to this map scripting stuff. I have one simple request, the elimination of mountains on my maps. I generally like to play smaller maps and at that scale the idea of a tile-sized impasible mountain just isn't realistic and often creates anoying blocked off areas of the world.

I mainly play on the terra map and am sick of going in via the editor and changing all the mountains to hills every time I play (thus spoiling some of the discovery fun).

Now, imagine I'm a total idiot who has NO idea what he's doing and only has the basic skills of opening up text files and copy and pasting stuff in.

Can someone tell me/show me EXACTLY what to do with the terra file to get rid of mountains? Sorry if this is the wrong place but I was told to ask here!

Thanks!
 
Have you tried the Terra map script in this thread ? You can replace mountain with it and choose percentage of hills . Just let the others options to default if you don't want to play with .

TCho !

Ps : in a few days , i will send you the exact part of code to copy paste if you want . But i'm not on my pc right now so i can't test that .
 
I did a search for "terra" on this thread but I'm not sure which map script you mean.

Yeah, any old terra map script that will work with warlords and total realism that eliminates mountains would be much appreciated.

Heck, if someone could just email me one at jbut@shaw.ca I'd be most happy.
 
I did a search for "terra" on this thread but I'm not sure which map script you mean.

Yeah, any old terra map script that will work with warlords and total realism that eliminates mountains would be much appreciated.

Heck, if someone could just email me one at jbut@shaw.ca I'd be most happy.

The map script is in the first post of full of resources where you can download the pack of original map scripts with some additionnal options . Terra is just named Sto_Terra . It's just the same map script as Terra but with lots of new options , included the removing of peak .

The link , but read the first post , there is some help and recommandation to use the script .

Tcho !
 
Hi Sto,
is it possible add a feature that would allow you to get bigger sizes than the inbuilt map generator. i want to be able to still generate all the different random world types - terra, continents etc but it would be nice to get larger than the 128x80 which is as large as you can get by choosing "huge". I dont really want to change any of the other settings just want bigger worlds. Can you help.
 
Hi Sto,
is it possible add a feature that would allow you to get bigger sizes than the inbuilt map generator. i want to be able to still generate all the different random world types - terra, continents etc but it would be nice to get larger than the 128x80 which is as large as you can get by choosing "huge". I dont really want to change any of the other settings just want bigger worlds. Can you help.
Most of the Sto_scripts already have this feature . The ones that not have this feature can't be simply done as i don't change plot generation (or just a little) , so i can't make big sizes for MultilayeredFractal maps like Terra , but there is some big sizes for Continents .

As i explain in the first post , you just have to select huge to the map size and then choose the size you want to play with the button "Big Sizes" , and you will have a bigger size of map . If you don't want to play with the other settings ,just let them to default .

The 2-3 sizes just bigger than huge get no problem to play . the maintenance cost due to distance and size of the map is very close with the size Huge . But if you play with a bigger size , you will have some problems with city maintenance distance cost and unit support . That will be just a little more difficult to extend your civilization but cause no bug .

Hope i've answered your question .

Tcho !
 
I'm having issues with being unable to scroll down through all options on many of the versions. They're still there - you can tab to them, but they end up being off the screen. Right now it's affecting terra, custom continents, and more, but not archipeligo. I deleted and reinstalled the map scripts, but with no luck.

Any ideas?
 
I'm having issues with being unable to scroll down through all options on many of the versions.
They're still there - you can tab to them, but they end up being off the screen. Right now it's affecting terra, custom
continents, and more, but not archipeligo. I deleted and reinstalled the map scripts, but with no luck.

Any ideas?

I know this bug and can't do anything for it . As said in the first post , the only thing to do is to select "Ring" ( the original one ) and then select the map you want to play . However , when i go the first time in the menu , if a
Sto_script is selected by default , i get all the buttons . And if i want to play another script , i select "Ring" then select the Sto_script i want to play ( it's always working for me ) . If another script is selected by default when i
enter the first time in the menu , when i select a Sto_script , i get all the buttons also .

Do not forget that if you select many times a Sto_script before launching one , you will have a CTD . And if you want to
launch again a Sto_script (because you don't like the generation or anything else) , restart civ4 and do not use
regenerate map into the world builder . Once the map is generated , there is no problem .

If you've not read the first post , please read it because there is lot of details you need to know about the scripts and have fun with them .

If you still can't reach all the buttons , tell me . Civ4 is not made for so many buttons .

Tcho !
 
Thanks, I missed that part on the first post. Caught the CTD stuff though.

I'll give your suggestions a try!
 
Ok, so that works for the buttons.

However, I'm having another issue where the added units for each civ aren't being added. Kinda makes for a rough start with barb cities and animals at the get-go, but just a settler and scout...

Any suggestions?
 
Aha. Found the problem.

When gold is set to random 500-2000 it causes the script to stop. Once I change that setting, all is well again.
 
Wow , thanks , i will take a look at that . I've stop the 3.00 version but i will make a more safety version ( if a bug occur with one part ,here the gold , the script will continue for the other settings ) . Anyway i don't have Adsl right know and won't be able to fix that until a week ... ( sorry for this late answer , but i've got 30 min connexion per day ) .

Tcho !
 
First of all, GREAT SCRIPTS!

Now onto business: does the BetterAI mod work w/this? I dont see why not, but when I play it the words "betterAI" doesn't show on top of the score breakdown as it should. This makes me question is there is a compatibility issue.
 
First of all, GREAT SCRIPTS!

Now onto business: does the BetterAI mod work w/this? I dont see why not, but when I play it the words "betterAI" doesn't show on top of the score breakdown as it should. This makes me question is there is a compatibility issue.

Thanks :) . i don't know . I will take a look at this to see what happen and give you the feed back ( i will do a game with an original script and with mine to check if all event changes are well restored as it should ). Can you tell me what options you used ? Or simply have you used tech , units ,reveal , animals , barb cities (anything that as nothing to do with the map script ) ?

Tcho !
 
Great map script. I thought I would just report that this script is also compatible with Fall from Heaven 2.

Cheers!
 
Great map script. I thought I would just report that this script is also compatible with Fall from Heaven 2.

Cheers!

wooh , thanks :) . I've done the trait part especially for FFH2 and working on the cultural linked position ... but that take more time i was thinking , i don't have too much time to concentrate .

Tcho !
 
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