[Map Script] PerfectWorld.py

Why does it crash or load 20 mins in multiplayer game thow?? is this only for songle-player?

if the game is crashing 20 minutes in, it's gotta be something else besides the map script. I'm not sure I understand the question. This map does take a long time to generate, there's alot of stuff going on. It used to have OOS errors in MP, but I thought I fixed those.
 
It used to have OOS errors in MP, but I thought I fixed those.
You did fix the MP compatability errors, it's been very stable since you implemented your fix to the RNG.
 
Will this work with Fall from Heaven, or does something need changed?

This one works fine. You may however want to turn off the new world functionality with the tuning variable at the beginning of the script. Otherwise, you'll get so many barbarians there it's kinda rediculous.
 
How do you "turn off" certain funcionality of your script? All I see is that your map is available as an option within the game. I see no choices or other parameters to change before generating a map. Maybe I'm missing something though.
 
How do you "turn off" certain funcionality of your script? All I see is that your map is available as an option within the game. I see no choices or other parameters to change before generating a map. Maybe I'm missing something though.

You have to get under the hood and get your hands dirty. :) Open up the file in a text editor and toward the beginning of the file you'll see some variables with instructions above them. If you ruin the file, you can re-download.
 
I make a few copies myself, each renamed with the change I made.

Be careful though, you can't have spaces in map script names. It will crash when loading and be all grassland.
 
I should just take this script and put map options in like I did for my version of it, it's not hard :)
 
I should just take this script and put map options in like I did for my version of it, it's not hard :)

The thing that always made me hesitate, was that I heard that in order to save those custom options, you had to jump through alot of hoops getting it to work on both PC and Mac. Personally, I'd rather just set it up like I want and be done with it rather than have to select my options every time.
 
For that you just go in and re-define the default selections how you want them which isn't much different than the current method except that you can also make changes per game without having to edit the python.
 
For that you just go in and re-define the default selections how you want them which isn't much different than the current method except that you can also make changes per game without having to edit the python.

That is true. Which one's do you think people would like to change from game to game?
 
All I get when I try this is a Map of all grassplains. I installed as instructed. Does this not work with BtS?
 
All I get when I try this is a Map of all grassplains. I installed as instructed. Does this not work with BtS?

make sure you don't have a map script called 'random.py'. random.py is a Python system module that PerfectWorld needs, and the map script random.py creates a naming conflict. If you have that map script, re-name it. Also, once in a while the map will crash (and create all grassland), make sure you try it more than once.
 
Needed selections:
Definately these two:

Pangeas: Yes/No
New World: Yes/No

Mabye these:
Land Percent: 20,25,30,35
Python Random Thingy: Yes/No
Generic way to tune world climate that ties in the rain and temp-threshold values?: Cold,Temperate,Tropical
 
make sure you don't have a map script called 'random.py'. random.py is a Python system module that PerfectWorld needs, and the map script random.py creates a naming conflict. If you have that map script, re-name it. Also, once in a while the map will crash (and create all grassland), make sure you try it more than once.

that did it! Thank you!
 
That is true. Which one's do you think people would like to change from game to game?
Personally I set up the script for my mod originally around the pangaea and new world settings. Eventually I added a sort of climate option as well (tropical, arid, cool) since sometimes it's fun to play on a gigantic pangaea jungle world but I wouldn't do that in every game :)

I would say the big ones are definately the new world option and the pangaea option. Possibly the percentage of land but thats a tough one with your script.

Your script is incredibly tunable for the climate and it's hard to translate all of that to in-game selections. However having one to increase/decrease rainfall thresholds and another to increase/decrease temperatures wouldn't be too complicated, they could work by adjusting whatever was set in the script so effectively the options would be to use the values in the script or add/subtract a small percentage from them. For instance a 'Rainfall:' option would have three choices- Less, Standard and More. Standard would use the exact values from the mapscript, less would use the desert & plains thresholds *1.1 (or something similar) and more would use desert & plains thresholds * 0.9 (or something similar).
 
I have a question regarding map scripts. Does anyone of you tried to combine Smartmap with PerfectWorld? PW does really exceptional, realistic maps when it comes to the landmasses and terrain shape, but I lack settings that are in SM and which decide about river placements, bonuses, goody huts, lakes and such (not to mention none of the scripts have an option that let player start on continent without any other civ on it).

Also, I admit I am quite demanding when it comes to maps - I try to randomize one to play for 5 days already, but 90% of results ends up with at least 1 other civ around, or throws me near the pole (like any civilization in worlds history ever raise on snow...). Since I am complete noob when it comes to changing map scripts, maybe someone of you can help me with this problem?
 
Ok, next week I'll try to have a few options. I think I'm also going to put the tuning variables into a class at the beginning of the script. When you put those globals like I have been doing in Python you can't change them programatically, plus it's just wasted memory if someone is not using PW.

By the way Mr. Popov, I am now allowing forest on top of the resources, and it looks unusual sometimes but it works. That way hidden resources won't be telegraphing themselves by a conspicuous lack of forest.
 
I have a question regarding map scripts. Does anyone of you tried to combine Smartmap with PerfectWorld? PW does really exceptional, realistic maps when it comes to the landmasses and terrain shape, but I lack settings that are in SM and which decide about river placements, bonuses, goody huts, lakes and such (not to mention none of the scripts have an option that let player start on continent without any other civ on it).

Also, I admit I am quite demanding when it comes to maps - I try to randomize one to play for 5 days already, but 90% of results ends up with at least 1 other civ around, or throws me near the pole (like any civilization in worlds history ever raise on snow...). Since I am complete noob when it comes to changing map scripts, maybe someone of you can help me with this problem?

Hmm, most of these are not really possible in PW, as the natural appearance is achieved by sticking to a pattern of rules. Wind, sea and land create the climate, Rivers go downhill etc. Most of the options you are interested in require the map to be built around those options, and it would be difficult to pull off one player per continent while have it look natural and be somewhat fair starts. Bonuses can have options quite easily, but man, you don't know how hard I worked just to get bonuses to follow the XML rules :crazyeye: If you play around with your XML files, PerfectWorld will carry it out faithfully! :goodjob:
 
By the way Mr. Popov, I am now allowing forest on top of the resources, and it looks unusual sometimes but it works. That way hidden resources won't be telegraphing themselves by a conspicuous lack of forest.
I did that via XML for my mod and the result are really good. I didn't do it for some resources since I knew PW would make room for them, most of the resources that you can see from the start (cows, corn, wheat, etc) were left alone.
 
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