[Map Script] Full of resources

yes this is a very complex map script and it will take alot longer to generate that the standard. this script has most of teh original map scripts, and then builds more detail onto them. I mean the script has like 6 pages of settings :D

but trust me it is well worth your time ;)
Thank you. I've put some efforts to prevent some kind of bad happening with the default scripts.

Why does it take so much longer to generate a map using this script than the basic scripts that come with the game? Just more processing?

Basically, If you don't add any option. This generate the same with some adjustments. For an example, in islands map scripts you can't have land reaching the poles, with hub, ring and wheel you can't have anymore a long coast at 1 tile of the border ...
The placement especially take many more time than the default process. It's implemented in python that's very slow compare to C++. And i take care of a lots of combinations to prevent some very bad starts and grants some more fair starts.
For the goody placement, i've make something that dispatch well the goodies (no more 2 goody at one tile separate) ... and so on
There are also some additional fixes specific.

There are some options that cost more time like others. Change peak percent, adding resources and/or starting resources will take much time at any settings.

I've tried to make the script as fast as possible and use the minimum random numbers possible for MP. But i know this can becomes more that 4 mins for a huge map with my PC.

Tcho !
 
Any news? :p

Sorry, but for the moment i can't code. I have no pc. But then i will concentrate on some FfH2 features and wil not have so much time to continue the script. I want to finish the equalize options step by step (not sure for the others). I can 't tell you when they will be out because i don't know. I will probably make and release them one by one, since i don't know when i will be able to continue after one option.

Tcho !
 
Sto -

I know you can't code right now (amazing, I can actually read the post a couple up, eh?) but Full of Resources isn't working with the new World of Civilization modular system.

When I try to load it, I get an error message that pops up in the background:

Assert failed
File f:\games\civ4\_new\woc\724\sdk\woc.724\CvPlayerAI.h
Line: 25
Expression: ePlayer!=NO_PLAYER
Message: Player is not assigned a valid value

This comes with the options to Ignore Once, Ignore Always, Abort or Debug

If I ignore once, I get one more similar message:

Assert Failed
File .\CvGlobals.cpp
Line: 4861
Expression: strcmp(szType, "None")==0 || strcmp(szType, "")==0
Message: info type SPECIALUNIT_SPELL not found, Current XML file is: xml\GameInfo/CIV4ForceControllnfos.xml

Any ideas?
 
Sto -

I know you can't code right now (amazing, I can actually read the post a couple up, eh?) but Full of Resources isn't working with the new World of Civilization modular system.

When I try to load it, I get an error message that pops up in the background:

Assert failed
File f:\games\civ4\_new\woc\724\sdk\woc.724\CvPlayerAI.h
Line: 25
Expression: ePlayer!=NO_PLAYER
Message: Player is not assigned a valid value

This comes with the options to Ignore Once, Ignore Always, Abort or Debug

If I ignore once, I get one more similar message:

Assert Failed
File .\CvGlobals.cpp
Line: 4861
Expression: strcmp(szType, "None")==0 || strcmp(szType, "")==0
Message: info type SPECIALUNIT_SPELL not found, Current XML file is: xml\GameInfo/CIV4ForceControllnfos.xml

Any ideas?

Ok it seems that the dll is a final debug instead of a final release. Try to "ignore always", this should work i think (the problem is perhaps that the screen is prevented to appear because of the pop ups).

Please give me the link of the mod and the exact modules, extra patch you have installed (just taken a look and there are many different config). So i can check if i get the same error and see if i can do something.

Tcho !
 
@ERloft

I've just tried with "ignore always" and there is no problem to generate the map and get the screen.

If you don't want that to appear , try to rename in "<civ4 folder>\Beyond the Sword\Mods\WoC\Assets" the file "CvGameCoreDLL_DEBUG.dll" to "CvGameCoreDLL_DEBUG.dll.back". The mod should work fine without this dll, but if you get a problem just rename it again.

Tcho !

Edit : To be more clear : the 2 errors you get are intended and ignored in a final release dll. So you don't have to worry about them.
 
What to say Sto...
great great great work: the script is simply excellent. As always.
Many thanks for your work.

Bal.
 
Very nice. One difference I've noted is that Toroidal maps always have a band of water going all the way around at the top/bottom. This means land masses at the top are not connected to those at the bottom. This is on an Archipelago with no Ice.
 
Very nice. One difference I've noted is that Toroidal maps always have a band of water going all the way around at the top/bottom. This means land masses at the top are not connected to those at the bottom. This is on an Archipelago with no Ice.

You're right, i have forced poles to be water for "continents" maps. Perhaps should i put that as an option ?

Tcho !
 
Version 3.06 out

changeLog :
- minor changes for FfH2 improvements placements.

Tcho !
 
You're right, i have forced poles to be water for "continents" maps. Perhaps should i put that as an option ?

Tcho !

If it's not too much trouble, I'd appreciate it. I think it helps balance out the starting positions. And when there is a guaranteed straight, safe passage around the world, it makes it too easy to gain the "Magellan" bonus by circumnavigating. (I once did this with a Work Boat)
 
Ok, i will add that as an option. I will try to move it or make it better (first check if a path exist and then try to remove the minimum land to make path if the option is ON).

Tcho !
 
Thanks!

If you are still open for requests, how about generating the swamp terrains for Fall Further?
 
Thanks!

If you are still open for requests, how about generating the swamp terrains for Fall Further?

I don't have so much time to play so i' ve not even done a FF game. But i use the default terrain generator !? How do FF add swamps to a map ? Beside that, FF is mod-mod and not a stand alone. I have no choice but copy the script to make a special impl for FF.

Tcho !
 
Sto,

any chance you can make this excellent map script work with the WoC mod system? I love your script and I love the WoC mods but I can't play them together :(
 
Sto,

any chance you can make this excellent map script work with the WoC mod system? I love your script and I love the WoC mods but I can't play them together :(

try to check post 366 and 367. And tell me if that work for you (i get no problem with).

Tcho !
 
try to check post 366 and 367. And tell me if that work for you (i get no problem with).

Tcho !

Yes thanks! I must have missed those posts. I also just did the ignore always and the map generated fine.

thanks again for all your hard work!
 
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