[Map Script] Full of resources

I don't have the error while using RoM without the civ addon. I will try, as you suggested, to re-download the civ pack.

The settler file thing is different because I added the multiplayer fix for RoM which overwrite that specific file.

Man I hope I didn't bother you just because of a corrupted download.. :(

Don't worry. The script is more safety now. But if you still get the crash, use the script post below. You shouldn't get the crash anymore.

Tcho !
 
no more crash with the new 3.01 but I think I narrowed the culprit a bit more.
Try the mod with the multiplayer fix (settler thing in fact).

For me the game gives error and crash your script (3.0) only when that fix is installed..
 
no more crash with the new 3.01 but I think I narrowed the culprit a bit more.
Try the mod with the multiplayer fix (settler thing in fact).

For me the game gives error and crash your script (3.0) only when that fix is installed..

I will check that tomorrow and tell you what i think about the MP fix.

Tcho !
 
no more crash with the new 3.01 but I think I narrowed the culprit a bit more.
Try the mod with the multiplayer fix (settler thing in fact).

For me the game gives error and crash your script (3.0) only when that fix is installed..

Ok , the bug comes from this file. I've reported the bug in the RoM thread. To fix it open SettlerEventManager.py (with notepad ++ or python) and comment the 2 lines in red (add # at the beginning of the line) :

Spoiler :
Code:
class SettlersEventManager:
	def __init__(self, eventManager):
		eventManager.addEventHandler("cityBuilt", self.onCityBuilt)

	def onCityBuilt(self, argsList):
		'City Built'
		city = argsList[0]

[COLOR="Red"]#		pUnit = CyInterface().getHeadSelectedUnit()
[/COLOR][COLOR="Red"]#		if pUnit:
[/COLOR]
			# RoM 2.2 multiplayer fix
			# All additional buildings removed for multiplayer fix
			# this effectively removes special features from Colonist and Architect

... and all should works fine after that.

Tcho !

Edit : Obviously , send the file to your MP friends before playing :). Note that may reveal some other unexpected bugs from the MOD and MP games, since the event manager were corrupted with this bad import.

Edit 2: you should also send to your friends your personal version of the script or re-download it if you want to play MP.
 
Since this option is only in the custom continents, this was not clear.



The implementations for maps with continents place the players in proportion of the "good land" of the continent. I can't place a player on a 10 tiles islands if they is a big continents just with another player.

But i will add an option designed this way :
If you're an human player and there is a single starting location on a continent. Place this player there. Only if there is enough place for each human players obviously ...

what do you think about that ?

Tcho !

Edit : In fact i will place human players on the continents with less starting plots if the option is ON. That will be easier and you will ever start on a location where there is the minus number of players on the continent.


Perfect. many many thanks for adding this! :goodjob:
 
Thanks again Sto!
Any idea what those 2 lines are doing?

these two does nothing. This is the beginning of the SG function. And also the cause of the OSS. CyInterface().getHeadSelectedUnit() return the current selected unit by the HU player. Since this unit is different in MP game for each machine, the game goes OOS.
The two lines code are just a remaining of the entire function and does nothing by themselves . You can remove them without risk.

Tcho !
 
Okay, will do!
Thanks again for your script and support!

I'll bring some good belgian beer on my next trip to Marseille ;)
 
Okay, will do!
Thanks again for your script and support!

I'll bring some good belgian beer on my next trip to Marseille ;)

Ok, i put the water in the fridg for the Pastis :).

Tcho !
 
I was thinking about another interesting option to add in a future version if you still plan to improve the script..

What about an option to restrict resources to 1 continent?
 
I was thinking about another interesting option to add in a future version if you still plan to improve the script..

What about an option to restrict resources to 1 continent?

I don't think I will do that, but i will think about that. I've put two option that almost do that :

_ let default for the resources that should appear only on a continent like ivory.
_ use the option group resources. This way when you add more resources, the resources are grouped and act like they are on a continent (it's more difficult to get each different resource).

Since the generation simply add some resources to the default generation, and I don't want to erase some resources already generated by default(except if the user choose that), this will be a little complicated to add this option in the process and the result should not be far from the group resources option.
Have you tried the group res option ?

Tcho !
 
Version 3.02 out with the following changes/adds :

version 3.02 : released the 07/11/2008.
- Tectonics map by LDiCesare added.
- fix to prevent a CtD when you select the script if you can't use the game options with the MOD you play (should happen only if the MOD don't load fine).
- option to begin on less populated continents.

Tcho !
 
Yup so far I'm playing with the remove resources selected and then populate the map with grouped resources. It gives good results already but I think an added option could be great.. is it hard to implement if the erase resources option is selected?
 
Yup so far I'm playing with the remove resources selected and then populate the map with grouped resources. It gives good results already but I think an added option could be great.. is it hard to implement if the erase resources option is selected?

That should be not so difficult to do with the option remove resources selected. I will do that , the risk is that some resources may not appear( in some very rarely cases ), or a continent may end with a little more of resources than another (only if you play with few resources, less than original) . The other issue is if you play with a script that produce a lot of small islands and no big islands, it will happen that an island with a "only one continent resource" will have only this resource for prod, health or happy.

I think I will add this option, but after some others options I'm working on.

Tcho !
 
Sure, take your time!
That's already very nice of you to listen to wish-lists ;)

Could be also fun to have a decent sized island with the only one species of a strategic ressource.. kind of fight for boats & island colonization.
 
Sure, take your time!
That's already very nice of you to listen to wish-lists ;)

Could be also fun to have a decent sized island with the only one species of a strategic ressource.. kind of fight for boats & island colonization.

This is more difficult and need to change a lot the way the resources are added. The process calculate the number of resources to be added then add them one by one by cycle at the opposite of the default generator that add all of one resource for each resources. So that need to recalculate the number of resources because these resources will be less placed and need to be placed before the others. For the previous request this is almost the same problem, but easier to manage. The number of checks for "an available continent" is also not easy to do . But a "decent sized island" is not so easy to choose with the map script you play, especially if you choose several resources with the option.

But i will think also about this option. I think I will end with these 2 options in the To Do list, because I really want to finish FFH options and equalize options first (I've also begun another map script). And I have not a good scheme in mind for the moment.

Tcho !
 
Hi, I'm probably ******** but how do you start the script?

I put the file in my civ folder > public maps.
I start the game
I start a custom game
?? Then what? Is there supposed to be some kind of window called Full of Resources? well if so, there is no such window for me. THis script looks really promising but it would be great to be able to start it as well :p

once again I apologize in advance its probably something obvious that I've missed
 
Hi, I'm probably ******** but how do you start the script?

I put the file in my civ folder > public maps.
I start the game
I start a custom game
?? Then what? Is there supposed to be some kind of window called Full of Resources? well if so, there is no such window for me. THis script looks really promising but it would be great to be able to start it as well :p

once again I apologize in advance its probably something obvious that I've missed

Do you have selected the script in the custom game menu ? and no screen ?

Tcho !
 
well I CANT select the script or if thats how you activiate it because there is no such activation button, screen, page whatever. All that happens is when I start a custom game there is nothing extra to choose or anything like that it just looks all ordinary as if I hadn't installed the script
 
well I CANT select the script or if thats how you activiate it because there is no such activation button, screen, page whatever. All that happens is when I start a custom game there is nothing extra to choose or anything like that it just looks all ordinary as if I hadn't installed the script

There is no script named Full_of_Resources in the list of map scripts ? Do you have unzipped the file before putting it in the PublicMaps folder ?

Even if you would have got a bug with the screen, you should have the script in th list of map you can select !?

Tcho !
 
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