[Map Script] SmartMap

Those two diagrams are basically the same. I've seen it happen many times with tribal villages at the end of a peninsula and you can't get to it unless you build a galley, which is a big waste of your city's production time just to pop a village that wll probably give you only gold.
 
Yeah, that's what I was talking about. In fact, all that matters is if you have:

O
P
O

or

OPO


In either of those cases, your path will almost always be blocked. The only exception to this is when the peak is on the very end of a peninsula; and that's only because you're at the end of the path, at that point.
 
Great script :)

I would like to see an option added with more sliders of plains vs grass, in the same way as you have for forest vs jungle.
 
A Silly Goose said:
Yeah, that's what I was talking about. In fact, all that matters is if you have:

O
P
O

or

OPO


In either of those cases, your path will almost always be blocked. The only exception to this is when the peak is on the very end of a peninsula; and that's only because you're at the end of the path, at that point.

I just wanted to voice another opinion on this matter. Although it's annoying, I don't think this kind of coastline should be kept from occurring in the game. There are a whole heck of a lot of places in the world [especially around coastal areas] that contain awesome resources but are almost unobtainable [the supply/demand for these things helps ensure that they're worth some money and effort to try to get them]. Just because something is annoying shouldn't be a reason to uncode it from the game. Does it lack a real-world analog is a better reason, which I don't think is the case here.

Just my opinion but I'd hate to see one of the really challenging parts of this map script taken away because no one seemed to like it. [I, for the record, do like it.] There's nothing like that wonderful sense of frustration when your scout spots a goodie hut in the distance only to find you can't get to it. Kind of like being beaten to a wonder or a good city location.

As always, GREAT work on this script!
 
RSL said:
I just wanted to voice another opinion on this matter. Although it's annoying, I don't think this kind of coastline should be kept from occurring in the game. There are a whole heck of a lot of places in the world [especially around coastal areas] that contain awesome resources but are almost unobtainable [the supply/demand for these things helps ensure that they're worth some money and effort to try to get them]. Just because something is annoying shouldn't be a reason to uncode it from the game. Does it lack a real-world analog is a better reason, which I don't think is the case here.

Just my opinion but I'd hate to see one of the really challenging parts of this map script taken away because no one seemed to like it. [I, for the record, do like it.] There's nothing like that wonderful sense of frustration when your scout spots a goodie hut in the distance only to find you can't get to it. Kind of like being beaten to a wonder or a good city location.

As always, GREAT work on this script!

I agree, so this will be an optional setting for the peaks control, not something in the base script.
 
Awesome script man. I was able to create a perfect custom map with only plains and grassland that wraps both ways. I also of course made it with lots of rivers and forests and no oceans which was perfect for me.

The only problem I found is the map size generation. It would seem to me that the width and height numbers used aren't the ones that are used for a normal map. i.e. If I chose continents, normally without this script the mini-map looks fine. However, with your script if I choose to not override the grid sizes, it seems to randomize the width and height so that it looks irregular in the mini-map. It's not a big deal though because I just use 120 width and 80 height numbers instead, and it came out fine.

Regardless of that minor issue, I think this is the best map script around. :D Saved me a lot of time going into the WB just to make the map I wanted. :p
 
Agent 009 said:
Awesome script man. I was able to create a perfect custom map with only plains and grassland that wraps both ways. I also of course made it with lots of rivers and forests and no oceans which was perfect for me.

The only problem I found is the map size generation. It would seem to me that the width and height numbers used aren't the ones that are used for a normal map. i.e. If I chose continents, normally without this script the mini-map looks fine. However, with your script if I choose to not override the grid sizes, it seems to randomize the width and height so that it looks irregular in the mini-map. It's not a big deal though because I just use 120 width and 80 height numbers instead, and it came out fine.

Regardless of that minor issue, I think this is the best map script around. :D Saved me a lot of time going into the WB just to make the map I wanted. :p

That's fully intentional. The goal of the design was to have random maps have as much variety as possible. So if you don't use the override options, then you get a map which is sized to the right amount of area for duel/standard/huge (whatever you picked) but which has randomly picked width and height that fit that amount of area. This can mean that you get a very tall map, or an extremely wide one, or one that just seems 'normal' like the other scripts.

The override width/height options are there precisely so that people who don't like this can get the standard shape, or any shape/size that they want.
 
Surt, first off I want to say thanks for pointing me here. I didn't have this before the 1.61 patch so I don't know if its a compatability issue or if its just my computer.

When I enter the city screen it is really slow, and it doesn't display which health, happiness, and strategic resources are available in the city. This is an at best, a minor glitch, but I neglected my home cities while I was prosecuting a war and now I have no clue what my capital city is lacking to give it a -2 unhealthiness. The Firaxis scripts do not have this issue.

Also, the number you gave for the height and width defaults (on the override menus) are the same for both menus. These should be different because the default maps are not square.
 
Belay the first issue, turns out the homegrown clock mod was responsible for the glitch. Why I only had it with your script and not the Firaxis scripts baffles me, but...it's fixed now.
 
Sidewinder00Q said:
Also, the number you gave for the height and width defaults (on the override menus) are the same for both menus. These should be different because the default maps are not square.

Yes, that's true, I copy pasted that, I'll fix that in the next version.
Glad to hear that the other issue wasn't really in SmartMap (I figured ... stuff like that happens long after smartmap has done its work).
 
Thank you Surt, I love your script. I use it all the time to create random maps to play on. Very much appreciated, thanks again.

I rate it as 5/5 stars and a must have.
 
Great stuff!

I like this a lot and have added a link to my mod's Recommended Downloads section. Keep up the good work :goodjob:
 
GiantGuineaPig said:
I like the barbarian cities option in the chess map - can you put that into this script??

This one I will probably not do. That option uses code that carries a significant risk of breaking mods, so including it would be likely to reduce the number of people who could make effective use of the script. I'll give it some more thought though, maybe a clean way to do something like this will come to me.

Edit: To clarify: I don't think Sto's code is bad or going to break mods, just that you can't interact with the event manager without creating a risk of incompatibility. His solution is to turn off the barbarians option if the mod is touching anything at risk. His solution is valid, I feel like that sort of thing is the domain/responsibility of the mod rather than the map script, and I'd generally prefer to keep my script in the domain of pure map generation.
 
Hey surt,

I noticed in my current game using your script that using the SmartMap terrain option doesn't produce very many (very few actually) floodplains tiles. Could you adjust the script to make it produce some more or should I just use the default terrain option?

Thanks for your opinion.
 
Get it on the front page.

Not a ton of enhancements in this one, but some significant performance improvements if you use big maps.

# 8.6
# Correct the override width/height entries to reflect the 'standard'
# width and height numbers (previously this was rough, now it is exact).
# So these numbers now match what scripts that use the base XML produce.
# Added extra plains / extra grass options to the terrain options, which
# will produce more of that type of terrain.
# Added 'new world' coastal/inland start options, which will place start
# positions in the east (as new world) but also favor coastal or inland
# starts.
# Added 'no block' peak options. This forbids peaks from having ocean
# on both sides either vertically of horizontally. This prevents certain
# common cases of resource blocking that some people found annoying.
# Any such peak is reduced to a hill, as a result you will have less total
# peaks on your map.
# Improved performance of land placement in low sea width (removed unneeded checks).
# Improved performance of land placement in high sea width by spatially
# hashing the previously placed lands, and reducing the search for conflicting
# lands to nearby hash entries. This makes a huge difference on big maps with
# high sea levels selected (>50% faster).
# Improved distribution of hills and peaks so that small continents don't get
# a disproportionate amount of them.
# Tweaked up likelihood of floodplains slightly. You may see a bit more desert
# in temperate maps. If you don't like desert much you can of course turn it
# off or switch to tropical which has much less desert.
# Improved performance for placing resources on large maps with lots of resources.
# Overall performance improvements will no generate the most difficult type of map
# (huge, land heavy, high sea level map with 2 or more continents) in less than
# a minute on my p4m-1.8ghz.
 
I tried out the new version last night surt, and it's much better, and runs faster too. The terrain distribution is better with more deserts and floodplains.
 
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