[Map Script] Full of resources

Glad to see that things are going well with the resources placement. It's another thing I will really appreciate in your script, the ability to change the ratio between strategic/health resources. I like more health resources and less strategic in MP games.

What do you mean by step distance exactly?


Can't wait for the final anyway :D

For the resources , I still let the default generation and just add some resources according to the settings after . So you will not be able to get less strategic resources than the default generation put . The reason is that i don't want to cut a function and rewrite all (because of a possible mod implementation ).

Sorry for the translation mistake :mischief: ... i mean by foot .

I've finished my little mod , so i'm concentrate on the script now for at least 1 week (hope i will not get some additional work ) .

Tcho !
 
Ah ok I misunderstood how the resources manager was working then.
The balance part won't be implemented then? or is it additional resources placed in addition to the standard ones?

I wanted to edit a mapscript some time ago and mainly play on how the resources were placed but I couldn't event find where the function responsible for the placement of the resources was in the script.. ok ok I'm not good at coding! ;)

Cheers!
 
Ah ok I misunderstood how the resources manager was working then.
The balance part won't be implemented then? or is it additional resources placed in addition to the standard ones?

I wanted to edit a mapscript some time ago and mainly play on how the resources were placed but I couldn't event find where the function responsible for the placement of the resources was in the script.. ok ok I'm not good at coding! ;)

Cheers!

I will put a new page in the screen with some infos . For the resources , the default generation is done , then add resources according to the %% (and settings) you have chosen , then add resources (multiplicated) . and after starting plots assignment ,add resources near starting location .
The balance part is skip since the resources near starting location is a mega balance option ( there is no need anymore with this implementation ).

None of these resources will replace another .

Hope i've answered your question (not sure i've understood !?)

Tcho !
 
Is it possible to add a function to "clear" the map of any resource? Then add resources according to the options used (% and such)?

By the way I'm using the actual version atm for multiplayer games and even if all players have the cfg/script file, the game starts with an OOS.. any idea? Our current solution is to reconnect everyone but well.. ain't the best one I guess ;)
 
Is it possible to add a function to "clear" the map of any resource? Then add resources according to the options used (% and such)?

Yes , this is possible .

By the way I'm using the actual version atm for multiplayer games and even if all players have the cfg/script file, the game starts with an OOS.. any idea? Our current solution is to reconnect everyone but well.. ain't the best one I guess ;)

we do some MP games and got no OOS if everyone have the cfg file . Does every one have the same file located in the same folder ? Don't forget that when you enter the starting menu , the screen show for the hosting player then when you press "exit and confirm" you save the _MultiplayerConfig.cfg" . Here you should press alt-tab and send the file to other players . The problem is that it's impossible to pass data between players before the graphic initialization of the game , so the best is to reconnect ( I know this is not a good solution , but the only one ... if you still get OOS ).

Can you make a test if you have some time to check if there a problem somewhere : make a game where you clear the game option TAB ? ( or send me a .zip of the "MapGenerationDbg.txt" of every player when you get an OOS ) .

Tcho !
 
What we were doing is this: the 1st player setup the map script, save the cfg, quit the game and send the file to others. Then we all restart with the file in the correct folder.

We will try without quiting the game next time!
 
What we were doing is this: the 1st player setup the map script, save the cfg, quit the game and send the file to others. Then we all restart with the file in the correct folder.

We will try without quiting the game next time!

there is no need to quit the game or even the menu . This file is just a txt file , not initialized by civ . Be sure that all the players have the same version of fuul of resources .

If you want to set up the game before : go to the MP menu like if you will play with your friend ( or the direct ip menu ) . Make your selection and save it with "mySelection" (for an example) . When you press exit and confirm , the multiplayer cfg is saved (it's not saved from a SG menu) . Send it to all the players , when you set up the game load the selection "mySelection" to be sure to have the same settings (the multiplayer cfg is saved again but with the same config ) .

If you still have an OOS , please send me a zip of the MapGenerationDbg.txt of all players . I will check if all players have the same settings at the start of the generation .

Tcho !

EDIT : the file you send to other players is well "_Multiplayer_Config.cfg" and not "myMultiplayerSelection.cfg" !?
 
Will try that the next time we play multiplayer game!

And I think the mistake comes from the cfg file..
Thanks for your help!
 
Same, I'll start testing it as soon as I can (this week-end).

Thanks in advance for the great job you're doing!

I'll wait you finish this version of your scripts then I'll bother you with some possible new features in your scripts :)
 
Great! I'll test that as soon as possible.
Btw, the OOS was solved by the method you explained, thanks again!

Same, I'll start testing it as soon as I can (this week-end).

Thanks in advance for the great job you're doing!

I'll wait you finish this version of your scripts then I'll bother you with some possible new features in your scripts :)

Thank you , but i don't go as fast as i want , the starting resources should be for the next week (don't have my pc this week end) . I think about a lot of options too , do not hesitate to ask for before i finish , that should be easier to do if i need to insert the option with another one ... or if i will add it on the to do list .

Tcho !
 
i am playing using your BtS beta version, uh .3 i think.

only problem i noticed is some tress on top of mountains, and some wheat in the forest :) but i think its kinda cool. you got me playing like 3 games of civ outta no where!

Excellent job! I am adding you to the Cartography Room on the ModCast Episode 10
 
only problem i noticed is some tress on top of mountains
tress ?? sorry , i don't understand (i always forgot to check a new function with mountains . i play without ) ... i will check that as soon i'm back home .

... and some wheat in the forest :) but i think its kinda cool.

This is intented . There is a priority with resources added after normal generation to place them on a standard place . But if there is another "" better place "" in a non standard place , you can have any resource where the improvement is doable .

Excellent job! I am adding you to the Cartography Room on the ModCast Episode 10

Thank you , i will discover the fan site this afternoon ... :)

Tcho !
 
Tested the last version in a multi 3-players game and it worked like a charm!
Thanks again for this awesome script!
 
here is where you can listen to our episodes :D

http://polycast.apolyton.net/modcast/

Thank you , i've found the link in your sign . Hope , i will be able to finish most of the script before the 10th episode .

Tested the last version in a multi 3-players game and it worked like a charm!
Thanks again for this awesome script!

Nice to hear , i've only test with 2 players . And like the event that add some units , etc ... is launch in a self context mod , i was not sure about the compatibility with lots of human players for OOS .

Tcho !
 
Tested the last version with Warlords (BtS this week...). I've changed all parameters that should work... and all worked fine (map type, land generation, ressources generation, barbarian parameters, starting tech, units and gold...). Just that it can take to my pc up to 5mn to Initialize the map :) -I got an AMD X2 4800+ with 1BG ram.

I've noticed one strange thing with our interface, for map type and land parameters, you can select more than 1 checkbox for the same option (comme avoir une carte plate+ronde ou avoir des traces de désert + beaucoup de désert).

That said, great job again! I can't play Civ4 without your script or I would need to spend a day into the worldbuilder!

Ps: you should change the topic name if you can, as your script allows much more than creating a map with just "Full of ressources". I really think loads of people would use it if they only know all you can do with your script.
 
Tested the last version with Warlords (BtS this week...). I've changed all parameters that should work... and all worked fine (map type, land generation, ressources generation, barbarian parameters, starting tech, units and gold...). Just that it can take to my pc up to 5mn to Initialize the map :) -I got an AMD X2 4800+ with 1BG ram.

Thank you for the tests .
The generation of resources take a lot of time i've seen . More you have resources to add more the script will take time . Larger the map is , slowest the implementation of resources is . I've noticed that also , but I will try to improve that later ( the most important is that's work for the moment ) . If you want that the implementation take less time , don't select "erase all default bonus" (this is made for players that want less resources than original ).

I've noticed one strange thing with our interface, for map type and land parameters, you can select more than 1 checkbox for the same option (comme avoir une carte plate+ronde ou avoir des traces de désert + beaucoup de désert).

I will add a help tab while finishing the script ( not for tomorrow :) ) . All you can select by multiple (maps , different options) is chosen at random during the implementation . So if you select fractal (Wrap XY and WrapX) and inland sea (WrapX and No Wrap) . You will have at random fractal with Wrap XY or WrapX , or inland sea with WrapX or No Wrap . If there is no random choice there is some radio buttons instead of check boxes .

Ps: you should change the topic name if you can, as your script allows much more than creating a map with just "Full of ressources". I really think loads of people would use it if they only know all you can do with your script.

Thank you for the advise , but this was the name i've put with the script with the first version . And that was the only change . I've added some options step by step . I don't want to change the thread ( and can't edit the name of the thread ) .

Tcho !
 
Cant you ask a moderator or admin to do it for you :). It's just I found reductive to say just "full of ressources" whereas you can do so many more and the ressources stuff is just part of a really powerful and customizable map generator...
 
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