[Map Script] Ringworld2

Temudjin

Chieftain
Joined
Oct 16, 2007
Messages
90
*** New - Upgrade to Ringworld3 ***

Ruff_Hi posted an interesting script named Ring World. I played with it a bit and this is the result:

Ringworld2 1.14

Ring World was initially done by Ruff_hi, I just ran away with it and morphed it into Ringworld2 until there wasn't much left from the original.
I used Sto's civics placement script found in Earth3 by jkp1187. Some code was changed so any errors are probably mine.
To play 'Fall from Heaven' and it's modmods you may want to use the FlavourMod by Jean Elcard, which I included in a slightly changed form.

***NEW***
this map is also fully compatible with Planetfall by Maniac
>>>> just put this file into the PrivateMaps folder of that mod and select it <<<<

***NEW*** - for writers of map scripts
Ringworld2 also includes mapTools at the end of the script, which prints maps and statistics of the generated plots, terrain, features and rivers and the differences between them to the python log at:
"...\My Documents\My Games\Beyond the Sword\Logs\PythonDbg.log".
Stats are given for plots, terrain, features, boni, improvements, active civs, active options and also mana (mainly for testing the 'Crystallized Mana' Module).
------------------------------------------------------------------------------
There is an easy procedure to incorporate the mapTools into other map scripts:
- import Ringworld2 as mapTools
- set mv = mapTools.MapValues() to initialize the class with the needed variables
- call mapTools.getModInfo() in beforeGeneration() to set globals
- insert calls to mapTools.printMaps() and/or mapTools.printMapStats() where you want to investigate
------------------------------------------------------------------------------
Examples: Inland_Sea_mapTools.py and Planetfall_mapTools.py are included in the 7z archive.
------------------------------------------------------------------------------

The user has two options: World Shape and Region strength:

World Shape
Solid Ring - One strip of continuous land, possibly divided by small channels ( ~ 55% Water )
Continents - Several continents and a few islands with some ocean in between ( ~ 60% Water )
Islands - Several islands and perhaps a small continent or two ( ~ 70% Water )​

Region Strength ( There are 4 overlapping regions in the map: hills * 2, arid, and wet. The user can designate how strongly regional the map is. )
Zero
Weak
Moderate
Strong​

This script constructs a long skinny map that is only 16 tiles high.
- Note that the map wraps left to right so Civ4 puts ice caps on the top and bottom.
- Mostly the top and bottom 4 tiles (with Islands 3 tiles) of the map are water.
- The other tiles form a circle of land surface with some oceanic breaks according to the a user selection.
- The width of the map depends upon the size selected by the user.

A Ringworld of course is supposed to be a fairly big world. Area enough for a whole lot of civs.
- It's an artificial world built using random, not fractal, patterns.
- This also means that weather and terrain patterns are sometimes not very logical.
On a large map you can easily place 20 random civs (islands,cold,high sea) with reasonable starting positions.
There are few Mountains. (except for Planetfall)
Mountains on Ringworld are 'reverse craters' from incoming space debris hitting the other side.
On 'Continents' a few of those hits caused the breaking up of the landmass into several big chunks.
On 'Islands' even more hits have broken most of those continents and deformed the the whole structure.

NOTES
Use either the FlavourMod import from line 1, or the 'Flavour Start' option from 'Fall Further' or 'Orbis'
Cold climate will probably make it impossible to sail around the world.
Usually you have only two neighbors; instruct your diplomats to act accordingly!
In Planetfall you really don't want to use 'Scattered Pods' with maps bigger than 'Standard'.

MAPS
Tiny Map
Spoiler :



Standard Map, Cold
Spoiler :



Standard Map, Islands
Spoiler :




THUMBNAILS
 

Attachments

  • Ringworld2_1.12.7z
    42.7 KB · Views: 437
  • Ringworld2_Tiny.jpg
    Ringworld2_Tiny.jpg
    172.2 KB · Views: 1,342
  • Ringworld2_Std_Cold.jpg
    Ringworld2_Std_Cold.jpg
    125.5 KB · Views: 1,299
  • Ringworld2_Std_Islands.jpg
    Ringworld2_Std_Islands.jpg
    123 KB · Views: 1,322
  • Ringworld2_1.14.7z
    26.6 KB · Views: 233
Here is a new version of Ringworld2

Changelog:
1.00 initial release

1.01 not released
(change) bigger maps
(change) less Hills, more Plains
(change) latitude adjustment
(internal) improve 'mapTools':
- usable with other scripts,
- establish procedure to do so
- add Mana Stats for FFH 034+ or FF 043+ or Orbis

1.10
(add) support Planetfall - has trenches, fungi and highlands with rifts - it rocks
(add) support Marsh/Wetlands terrain (FFH, but others too)
(add) support Climate and SeaLevel options, 'Rocky' will give many more Hills and Mountains
(add) save / reload Ringworld2 UserSettings - only until exit from BtS though
(add) save / reload GameOptions (usefull for FFH) - only until exit from BtS though
(add) support 'Giant' maps
(add) recognize ''FFH2, 'Orbis', 'Rise of Darkness', 'Fall Further', 'Fall Flat'
(change) make 'mapTools' quasi-independant: just use 'import ringworld2 as .. '
(change) change region determination system
(change) slightly smaller maps, allow 'Giant' maps if mod supports them
(change) fewer continental divisions, rougher breaks
(change) more Hills, more Mountains
(change) possible channels in 'Solid Ring'
(change) build 'The Big Dent'
(change) build 'The Big Bog'
(change) remove bonus balancer
(change) generate terain differently (non Planetfall)
(fix) Startingplots; my okLandPlots() was called in the wrong place
(fix) Terrain Template evaluation
(internal) rewritten, reorganized, prettyfied and commented
(internal) use class for constant mod values
(internal) no check for maxPlayers anymore
(internal) improve 'mapTools':
- show list of Civilizations, their Leaders and their Traits
- show list of active GameOptions
- print different maps for plots, terrain and features
- print different maps for Planetfall terrain and features
- print River Map (has no use for Ringworld2 (yet), seems strange)
- print Difference Map to show differences between two map stages
(all) plus lots of smaller changes - far too many to remember

1.11
(add) possible 'Planetary' / 'Giant' and 'Gigantic' world sizes if mod supports them
(add) recognize and report selected Era, BUG, BBAI, AIAutoPlay and Unofficial Patch
(change) adjust minStartingDistanceModifier() for 'Planetfall'
(change) slightly smaller world sizes
(internal) change some mod-recognition procedures
(internal) some cosmetic changes

1.12
(fix) generate trenches and shelves for 'Planetfall' again

1.13
(internal) two more map-sizes beyond 'Huge' - independent of their name

1.14 new
(fix) validate starting plots with 'Temudjin's Cool Starting-Plots'
 
Could you make the option of Team start togather? If you do, this could be a great map for Multiplayer Teamers.
 
Welcome to my thread.
I've never played multiplayer games (yet). On the other hand the 'Team_Battleground.py' map has an option like you wish for. I might have a look at that.
My future plans include a closer look into the river system and starting plot assignments, so if it's reasonable easy to implement I might well include such an option in the (probably not immediate) future.
Especially since 100% of all the replies so far seem to suggest I should do so.
 
A new version is out.

Just a few changes, to make it a reasonable Final Version.
Right now I'm already testing Ringworld3.

@TheLastOne36: There will be options for teams to start together, separate or ramdomized.
 
'Planetfall' changed its concept of trenches to only occur on coast a while back and I forgot to implement the changes here.

So the 'Final Version' wasn't quite as final as I thought.

Ringworld2 1.12
 
You keep refering to FFH2, does this script work with default BtS?
 
It should work with BtS, FFH2 and Planetfall - and any other mod except Final Frontier.
 
Top Bottom