Hi, I was experimenting with creating completely artificial maps and figured I would put the result up here incase anyone else was interested.
I am afraid the naming conventions are all over the place, there are still several TODO items, some of the configuration options are internal and require uncommenting or editing of the script and some of the generation is pretty much in the wrong place, but after the caveats it does seem to work
Something I couldn't find in any of the guides which did prove useful was the HidePythonExceptions setting in the ini file, it made debugging the script somewhat easier. Is there a standalone map parser for testing?
Anyway, the script...
It generates a series of 5x5 tiles with an additional border up and to the right, in 3x3 formation, linking each of these larger formations together if requested. Additional space can be created between the groups by changing the gridOffset value in beforeGeneration.
Civilisation placement is regulated to the center of each formation, except I think on Tiny where only two plots are created and so it should default back to random placement for the three civs.
Resources can be chosen between Huge (one of every resource, metal on all hills, wheat filling the fat cross; a very silly setting but amusing overkill), default and none, goodies and rivers can be turned off, and finally you can also choose the fill plot type (ocean is default, peaks will create a protected civilisation, etc.)
Most of the internal generation is done using lists of coordinate offsets, and so is fairly easy to modify. It could all be more abstract, but mainly it was interesting from the perspective of trying to disable the majority of the default implementation, and seeing how Python worked.
Enjoy,
M
I am afraid the naming conventions are all over the place, there are still several TODO items, some of the configuration options are internal and require uncommenting or editing of the script and some of the generation is pretty much in the wrong place, but after the caveats it does seem to work
Something I couldn't find in any of the guides which did prove useful was the HidePythonExceptions setting in the ini file, it made debugging the script somewhat easier. Is there a standalone map parser for testing?
Anyway, the script...
It generates a series of 5x5 tiles with an additional border up and to the right, in 3x3 formation, linking each of these larger formations together if requested. Additional space can be created between the groups by changing the gridOffset value in beforeGeneration.
Civilisation placement is regulated to the center of each formation, except I think on Tiny where only two plots are created and so it should default back to random placement for the three civs.
Resources can be chosen between Huge (one of every resource, metal on all hills, wheat filling the fat cross; a very silly setting but amusing overkill), default and none, goodies and rivers can be turned off, and finally you can also choose the fill plot type (ocean is default, peaks will create a protected civilisation, etc.)
Most of the internal generation is done using lists of coordinate offsets, and so is fairly easy to modify. It could all be more abstract, but mainly it was interesting from the perspective of trying to disable the majority of the default implementation, and seeing how Python worked.
Enjoy,
M