cephalo
Deity
Good news! Have fun with the map.
I sometimes get CTD (crash to desktop) after map has been generated but before I can do anything at all. I do hear hut popping sound, so this is related to when an initial unit happens upon a hut. I've never seen that actually happen in any start, so I would guess there's some check somewhere that makes it impossible on other maps.
This never happened to me after hundreds of times generating a map, so at first I'm thinking that Elandal is just insane...
Then just today on my new Vista computer the first two maps I generated crashed for this exact reason. The python logs talk about a failure in 'doGoody' which is what happens when you move onto a goody hut. I wonder if this could be related to the 3.13 patch, because on my old computer I was using the unnofficial patch.
Cephalo this map script generates way way too much tundra and ice. The maps seem taller than they are wide and this gives people who start in the temperate lattitudes massive advantages over their unlucky competitors who start in the vast tundras ( happens to me constantly in fact)
What gives, and what can I do about it if I say I hate it?
#---The following variables are not based on percentages. Because temperature
#---is so strongly tied to latitude, using percentages for things like ice and
#---tundra leads to very strange results if most of the worlds land lies near
#---the equator
#What temperature will be considered cold enough to be ice. Temperatures range
#from coldest 0.0 to hottest 1.0.
self.IceTemp = .15
#What temperature will be considered cold enough to be tundra. Temperatures range
#from coldest 0.0 to hottest 1.0.
self.TundraTemp = .25
Cephalo this map script generates way way too much tundra and ice. The maps seem taller than they are wide and this gives people who start in the temperate lattitudes massive advantages over their unlucky competitors who start in the vast tundras ( happens to me constantly in fact)
What gives, and what can I do about it if I say I hate it?
With good areas and bad areas, it does make for a challenge to find fair starting locations. I think I did a pretty good job of that though
No you didnt. I've seen some pretty inane and unusable starts when using perfectworld. Starting in vast swathes of unusable tundra with a fish in the sea is pretty common.
I like the way the maps distribute terrain in the more temperate and tropical lattitudes, but wasting the top and bottom 25% of the map is pure hate, particularly when you start there. I'd rather you not look at things like this from a single player perspective as I certainly hope not all civ players are friendless sociopaths.
No you didnt. I've seen some pretty inane and unusable starts when using perfectworld. Starting in vast swathes of unusable tundra with a fish in the sea is pretty common.
I like the way the maps distribute terrain in the more temperate and tropical lattitudes, but wasting the top and bottom 25% of the map is pure hate, particularly when you start there. I'd rather you not look at things like this from a single player perspective as I certainly hope not all civ players are friendless sociopaths.
Not really sure if this belongs here or in Rise of Mankind 2.0 devel area, but uh, have a little issue with this map. In Gigantic mapsize (bigger than what's normally available in BTS), I always seem to find very long, narrow swaths of land (Persia, for example, started out on a 12x1 jungle jetty/peninsula, which had a moderate-sized plains area east of it, and a jungle/grassland island chain west of it which looped around to the southern end of the plains). Then, on the other side of the plains, was a HUGE desert, and at the north end of it was a civ sitting next to 12-14 wine resources all bunched up next to each other. Is this an example of "Don't use this script with custom map sizes" or something else?
Err, not sure exactly what the dimensions of the map are. The features page says it's 50% larger than the next-smallest size, which is itself 54% larger than Huge.
sizekey = self.map.getWorldSize()
sizevalues = {
WorldSizeTypes.WORLDSIZE_DUEL: (3,2,1,2),
WorldSizeTypes.WORLDSIZE_TINY: (3,2,1,2),
WorldSizeTypes.WORLDSIZE_SMALL: (3,2,1,2),
WorldSizeTypes.WORLDSIZE_STANDARD: (4,2,1,2),
WorldSizeTypes.WORLDSIZE_LARGE: (4,2,1,2),
WorldSizeTypes.WORLDSIZE_HUGE: (5,2,1,2),
WorldSizeTypes.WORLDSIZE_GIANT: (5,2,1,2),
WorldSizeTypes.WORLDSIZE_GIGANTIC: (6,2,1,2)
}
# EPIC MOD EDIT END ----------------------------------------
# You can add as many grain entries as you like.
# Seed them all from the matrix using the following type of line:
(iGrainOne, iGrainTwo, iGrainThree, iGrainFour) = sizevalues[sizekey]
Apologies in advance for my inability to figure stuff out on my own