[Map Script] PerfectWorld.py

ok as I pm'd kudos just before.. thanks for this script. Really really nice stuff here seeing as I guess I'm a "friendless sociopath" - hehe why such passionate anger in the last few posts?:crazyeye:

Anyway, my question as I tweak settings a wee bit here and there for the python illiterate; Is there a trivial way to add floodplain features to riverside tundra? Obviously same rules as standard desert flood plains are intended by me.

Sounds simple enough, which normally implies it's anything but easy code wise haha.

The strength of any code is directly related to the quality of commenting. This script is commented very well indeed and a breeze to tweak :)

Cheers!
-Liquidated
 
ok as I pm'd kudos just before.. thanks for this script. Really really nice stuff here seeing as I guess I'm a "friendless sociopath" - hehe why such passionate anger in the last few posts?:crazyeye:

Anyway, my question as I tweak settings a wee bit here and there for the python illiterate; Is there a trivial way to add floodplain features to riverside tundra? Obviously same rules as standard desert flood plains are intended by me.

Sounds simple enough, which normally implies it's anything but easy code wise haha.

The strength of any code is directly related to the quality of commenting. This script is commented very well indeed and a breeze to tweak :)

Cheers!
-Liquidated

Hmm, thats actually kinda complicated, as I use river 'size' to determine if floodplains are on desert. So there's not floodplains on desert all the time unless you set the variable to make it so. For tundra, you might search the script for stuff that has to do with floodplains, and copy what I do for desert.
 
Sorry to bug ya, but I was able to play one game with the PY map and I loved it... now, however, I can't get it to load. The load bar always stops at "Initializing". I've take the map out and reinstalled it, redownloaded it, put it in different folders... nothing really seems to help. Any thoughts as to the problem? Thanks!
 
Sorry to bug ya, but I was able to play one game with the PY map and I loved it... now, however, I can't get it to load. The load bar always stops at "Initializing". I've take the map out and reinstalled it, redownloaded it, put it in different folders... nothing really seems to help. Any thoughts as to the problem? Thanks!

Keep in mind that PerfectWorld is waaay slower than most other maps. Usually when something goes wrong you'll get a map with all grassland or something. If you are generating a huge map, it will take a good long while. To test if the map is working, try generating a duel size map, that will be much quicker and should expose any other problems.
 
Ah, thanks - appreciate the advice. I did that, and it seems to work, I'll just let it load longer or do smaller maps!
 
First a little bit of praise:
I am actually playing using this map script and Rise of the Mankind script (snail speed and gigantic size setting). I have to admit I am positively astonished with some the result:

First: I have one big continent (I haven't discovered Astronomy yet - Snail setting) divided into to separate land areas by chain of mountains;

Second is connected with question: exploring my part of continent I have encountered some kind of a wine eldorado: 10 wine resources side by side.

And here comes the question: is it possible to include in this script (optional choice would be the best) to make those kind of areas norm and not an exception?
I mean some kind of resources basin: that would make for example: French has all the wine, British all the sheep and rice is on the German-Scandinavian border and there is always war who gets it all.
Of course some (strategic) resources should be available for everyone. But for example one country should have 10 pieces of copper, 75% of rest of nations should have one or two and rest should have iron (for example) to exchange with copper tycoon nation.
And there still should be resources of new and old world (and one, or more, type of resources that can be found only on small (two cities) island(s) making such islands worth to fight for)
I don't know how would it work in game and whether it's possible to do (and how difficult to do) but I think this concept is worth of considering.

Sorry for my poor English and somewhat chaotic writing.
If some parts of this post needs explaining - please ask.
 
First a little bit of praise:
I am actually playing using this map script and Rise of the Mankind script (snail speed and gigantic size setting). I have to admit I am positively astonished with some the result:

First: I have one big continent (I haven't discovered Astronomy yet - Snail setting) divided into to separate land areas by chain of mountains;

Second is connected with question: exploring my part of continent I have encountered some kind of a wine eldorado: 10 wine resources side by side.

And here comes the question: is it possible to include in this script (optional choice would be the best) to make those kind of areas norm and not an exception?
I mean some kind of resources basin: that would make for example: French has all the wine, British all the sheep and rice is on the German-Scandinavian border and there is always war who gets it all.
Of course some (strategic) resources should be available for everyone. But for example one country should have 10 pieces of copper, 75% of rest of nations should have one or two and rest should have iron (for example) to exchange with copper tycoon nation.
And there still should be resources of new and old world (and one, or more, type of resources that can be found only on small (two cities) island(s) making such islands worth to fight for)
I don't know how would it work in game and whether it's possible to do (and how difficult to do) but I think this concept is worth of considering.

Sorry for my poor English and somewhat chaotic writing.
If some parts of this post needs explaining - please ask.

Most of what you want to do here can be achieved with some XML changes. PerfectWorld sticks to the rules as far as resources go, so any changes to the XML will be reflected. The XML file you want to look at is Civ4BonusInfos.xml. The relevant tags are bArea, iGroupRange and iGroupRand.

bArea = 1 means that the resource will mostly exist only on one continent, and also that it will avoid continents where other bArea resources exist.

For clustering, once a resource is placed, there is an iGroupRand percent chance that another of the same resource will be placed within iGroupRange tiles of the initial placement.
 
First thanks for quick reply

OK, but it seems like it is global change (for all scripts).
And my purpose is to do it in only one map script (because those resources basins are fun but I don't know how much playable) and I haven't found it inside map script file.
Or am I wrong and changing it in one of those XML files will affect only... only what?
 
First thanks for quick reply

OK, but it seems like it is global change (for all scripts).
And my purpose is to do it in only one map script (because those resources basins are fun but I don't know how much playable) and I haven't found it inside map script file.
Or am I wrong and changing it in one of those XML files will affect only... only what?

If you don't want these changes to affect all your games for that mod, you could also make a sub mod that only includes things you want to change, like the BonusInfo file. That would be the easy way to do it.

All of resource code in PerfectWorld is focused on using the XML. If you wanted to defy the XML, it is certainly possible, but no small amount of work.
 
Another idea:
Maybe I can make special XML file (copy the original one and change only few lines in it) and write in map script file where should it look for this special XML file...
It's only idea - I'm not a programmer...
If it's possible - where should I look for it (what is the name of the line in script map file) ?
 
Do some research on how to make a mod, and keep in mind that a mod is not necessarly a big undertaking. It can be as small as one changed file.
 
Hey cephalo, I absolutely love this map script, but there's one problem that has popped up in a few games. Sometimes a continent will be extremely massive and jut from the top of the map to the bottom, with no possible ways for a boat to get around. I've had this happen with 3 continents, each one stretching pole to pole, so that it was literally impossible for ships to reach some other civs since they just could not reach the third continent by ocean. Are there any steps I can take to avoid this? If you could set the script to dramatically lower elevations around the topmost and bottommost tiles of the map, this should never happen, but easier said than done I guess.
 
Hey cephalo, I absolutely love this map script, but there's one problem that has popped up in a few games. Sometimes a continent will be extremely massive and jut from the top of the map to the bottom, with no possible ways for a boat to get around. I've had this happen with 3 continents, each one stretching pole to pole, so that it was literally impossible for ships to reach some other civs since they just could not reach the third continent by ocean. Are there any steps I can take to avoid this? If you could set the script to dramatically lower elevations around the topmost and bottommost tiles of the map, this should never happen, but easier said than done I guess.

I do actually take some steps to minimize this. On the default settings, this shouldn't happen very often. I always kinda considered it a valid result when it does happen. I imagine that your frustration was not too different from Columbus or Henry Hudson. :lol: Your 'theory' that the world is round seems to have lead to a considerable waste of the king's funds.

Actually, if you fiddle with the LandPercent variable to make more land you will increase the likelyhood that it will block circumnavigation, if you make less land things will open up more.
 
Is PerfectWorld not compatible with the new patch for BtS (3.17)? Whenever I want to load a new game with it, the loading bar stops in its first quarter and I have to shut down Civ4 manually. :dunno:

It is working for me. Perhaps you aren't used to PerfectWorld's slowness? For a Huge map it will take a good long while to generate. To see if it's working at all, try generating a Duel size map, if that works, then it's just a matter of waiting.
 
It is working for me. Perhaps you aren't used to PerfectWorld's slowness? For a Huge map it will take a good long while to generate. To see if it's working at all, try generating a Duel size map, if that works, then it's just a matter of waiting.

You were totally right. Duel size loads flawlessly. I was just too impatient with other sizes. :blush:
 
I really like this map, and the ability to customize it. I prefer to up the land percentage and drop the desert a bit, which is easy to do.

It's a great script for larger maps. I prefer the standard "fractal" for smaller maps. Is there something I can tweak in the settings to make PerfectWorld generate smoother continents for small maps? It seems to create north-south blocks when doing small maps. Probably not enough room. Although, fractal seems to do a pretty good job on small maps.
 
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