[Map Script] SmartMap

i thought i was having the same problem, after about a minute the map would stop loading at initializing. i assumed it froze (the previous version of smartmap only took me about 5 mins to load, huge map, 14 civs, the bar would rarely stop moving...) so i tabbed out, and ctrl alt deleted it. i installed version 8.4a and tried again, but it got stuck and i ctrl alt deleted it again. after experimenting with different options a bit, i realized that if i set everything to the default the map would eventually load. on normal, 8 civs it took 6 minutes to load... so, i set everything to what i usually do (huge map, 14 civs) and started it up... the bar seemed to stop at initializing forever.. and the graphics for the intro movie froze too, but the music was still playing, so i waited.. and waited.. after 17 minutes :eek: the map finally finished loading. from 5 minutes to 17 minutes, thats a huge jump! i think i'd rather use version 8.3 for now, heh. although i do like the new options added in 8.4.. anyone else having a greatly increased load time?
 
ndferent said:
i thought i was having the same problem, after about a minute the map would stop loading at initializing. i assumed it froze (the previous version of smartmap only took me about 5 mins to load, huge map, 14 civs, the bar would rarely stop moving...) so i tabbed out, and ctrl alt deleted it. i installed version 8.4a and tried again, but it got stuck and i ctrl alt deleted it again. after experimenting with different options a bit, i realized that if i set everything to the default the map would eventually load. on normal, 8 civs it took 6 minutes to load... so, i set everything to what i usually do (huge map, 14 civs) and started it up... the bar seemed to stop at initializing forever.. and the graphics for the intro movie froze too, but the music was still playing, so i waited.. and waited.. after 17 minutes :eek: the map finally finished loading. from 5 minutes to 17 minutes, thats a huge jump! i think i'd rather use version 8.3 for now, heh. although i do like the new options added in 8.4.. anyone else having a greatly increased load time?

That is pretty bad. Would you mind telling me what settings other than huge/14 civs you are using?
 
Huge/14 civs
Climate: Tropical
Sealevel: High
Era: Ancient
Speed: Marathon
Continents: 6
Terrain: Smartmap
Features: SM Strict
Bonuses: SM Many
Goodies: SM normal
Ocean: 65%
Hills: 30%
Peaks: Normal
Forest/Jungle: Heavy/Heavy
Rivers/Lakes: Many/Few
Land Style: very round, no fragments
Start Placement: SM Coastal
Wrap: X
Overide Width/Height: dont overide
Override Seperation: 2 coasts
 
i just tried starting another game. the map only took about 8 mins to load up, an automated program must of been running in the backround when i first tried it, sorry about that :blush: . 8 minutes is still kinda long considering a map with similar settings using the original scripts takes less then a minute to load, but i can live with it i guess. thanks for the great script surt :goodjob:
 
ndferent said:
i just tried starting another game. the map only took about 8 mins to load up, an automated program must of been running in the backround when i first tried it, sorry about that :blush: . 8 minutes is still kinda long considering a map with similar settings using the original scripts takes less then a minute to load, but i can live with it i guess. thanks for the great script surt :goodjob:

I'll still look into it, so hopefully whatever slowed down will be fixed in the next version. Thanks for posting your options list.

Follow up: great, actually your setting have shown me just what is going on ... your map has a lot more land than most of the ones i generate, and 2 parts of the code are slow there. It's taking about 12 seconds (p4m 1.8ghz) to place hills, and over a minute to place resources. The many resources selection you made in combination with the high land count is turning out to significantly slow down in one of the tweaks I made to the resource placement. So I will be able to fix this for you.

Followup: let me know if 8.5 improves things. I'll go further with performance improvements in the next version, but this should get it back to pretty close to where it was in the prior version.
 
A really minor update, improves performance for big maps & maps with lots of resources.

# 8.5
# Performance improvements.
# Improved hill placement for a huge/65ocean/30hills map from 12 seconds to 2.
# Improved huge/65ocean/many resources from 90 seconds to 30.
 
Rabbit_Alex said:
It keeps getting better and better and better... :goodjob:

I was about to post saying the exact same thing ;) I hope Firaxis is aware of this mapscript--it really looks like something that should be in the core game. It's too good not to have it.
 
Bringa said:
I was about to post saying the exact same thing ;) I hope Firaxis is aware of this mapscript--it really looks like something that should be in the core game. It's too good not to have it.

Thanks for the praise!

I would be happy to let Firaxis freely include this in a patch / expansion if they are interested, assuming they'll leave my contact info in it or otherwise give me credit for it.
 
`DG` said:
any known/expected compatibility issues with 1.61?

No reason to expect any.

Unless they changed the map script interface, but no such change is mentioned in the patch notes. I'll follow up once I've patched.

Follow up: No problems so far. I've generated and regenerated a few maps with nothing unexpected happening.

Disappointing: Looks like they're still using a lot of memory per tile. I can't start up a 320x200 map on 1gig, which implies they need at least 8k and maybe as much as 16k or more per tile.
 
I just want to say thanks a lot for this outstanding map script. It is easily my favourite mod. I've been using it for a while and realised I haven't posted a thank you in this thread. So thanks! :)

Also, your customer service is top notch! :)
 
Great Work on this map script, man. Kudos.
 
Thanks to everybody for all the kind words.

Time for some more ideas for the script! I'm going to have a look at the new scripts they added in 1.61 and see what might be worth including. I'm also going to work on the speed some more for those of you building really large maps. Any other ideas?
 
Hey surt,

Could you combine the coastal start option with the Old World option? That way, you are guaranteed to start on the coast in the Old World.
 
Your SmartMap map script only gets better and better, Surt. I'm sure if you were ever approached by a ninja, and you told him you made this script, he'd be all cool with you and stuff; it's that totally sweet.

Heck, the last thing I myself wanting out of this thing is something so trivial it almost isn't even worth mentioning--which only goes to show how great this map script is.



I think I'll go ahead with that request, though:

I like to play with the most irregular coasts and many fragments, and it makes for a good and interesting map; however, there's nothing more annoying than a resource, on the end of a peninsula--or any part of it, for that matter--that can't be reached because there's a mountain sitting right next to it. It seems like it happens every time I make a new map, and there's no way I'm gonna invest in a settler, just to plop it on top of the stupid thing (and have as little as one land tile to work with).

Really, I just want it made so that: if a land tile has sea/coast tiles to either its north and south, or to its east and west, a mountain won't be placed on it. Not only would that prevent those annoying instances of practically useless resources, but it would keep mountains from blocking passages between lakes, too; which, in turn, helps to give forts some amount of practicality.

Of course, if the cost in performance is too great (my limited coding knowledge understands how it could be, at least), then don't worry about it; it's just as I said at the beginning of this post.
 
A Silly Goose said:
Your SmartMap map script only gets better and better, Surt. I'm sure if you were ever approached by a ninja, and you told him you made this script, he'd be all cool with you and stuff; it's that totally sweet.

Heck, the last thing I myself wanting out of this thing is something so trivial it almost isn't even worth mentioning--which only goes to show how great this map script is.



I think I'll go ahead with that request, though:

I like to play with the most irregular coasts and many fragments, and it makes for a good and interesting map; however, there's nothing more annoying than a resource, on the end of a peninsula--or any part of it, for that matter--that can't be reached because there's a mountain sitting right next to it. It seems like it happens every time I make a new map, and there's no way I'm gonna invest in a settler, just to plop it on top of the stupid thing (and have as little as one land tile to work with).

Really, I just want it made so that: if a land tile has sea/coast tiles to either its north and south, or to its east and west, a mountain won't be placed on it. Not only would that prevent those annoying instances of practically useless resources, but it would keep mountains from blocking passages between lakes, too; which, in turn, helps to give forts some amount of practicality.

Of course, if the cost in performance is too great (my limited coding knowledge understands how it could be, at least), then don't worry about it; it's just as I said at the beginning of this post.

Can you draw me a picture of what this looks like? IE, if:

L = land
O = Ocean
P = Peak
R = Resource

are you describing:

OORO
OOPO
OOLO

or something else?
 
I think he mean :

OOOOLL
ORPLLL
OOOOLL

Had this happened a couple times too .. frustrating i agree.
*edit* hehe nm same thing ;)
 
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