[Map Script] SmartMap

Not to down "any" of the other makers of map scripts(I've tried them all) this is by far the BEST map script for CIV4 hands down. What a great effort my friend. Thx:goodjob:
 
Thanks for all the kind words. Please do let me know if you have further ideas you'd like to see worked on. I have an assortment of touchups based on further experimentation and assorted feedback, which i'll try to get out in the next couple of days.
 
Tried your Smart map mod yesterday. It works with Fex FX marathon, AND Bueys Beyond Epic mod! Say, some really BIG maps can be made! I rate it a 9.5 mostly because of the better resource distribution! Thank you.
 
I was playing on a normal map with Smartmap resources...

There was only 3 souces of iron on the map.

I did a reload.

Only 4 showed up.

Reload

Again only 3.


Is something up with Iron? It may need to be tweaked.


-=R=-
 
lordroy said:
I was playing on a normal map with Smartmap resources...

There was only 3 souces of iron on the map.

I did a reload.

Only 4 showed up.

Reload

Again only 3.


Is something up with Iron? It may need to be tweaked.


-=R=-

How many players and what size map were you on? Did it seem like the other resources were similarly low, or just iron?

Further followup: there's nothing special about iron, as far as my script is concerned. It ought to show up in roughly equal numbers as copper. There is some randomness involved, so you could just be getting unlucky.

One more followup: please try out version 5 and let me know if you feel the resource counts are better.
 
# 5.0
# Work on refining the continent boundaries so water straights are not so
# obvious when you see the resulting map.
# Rewrite river generation, move it before terrain generation so terrains
# can consider rivers (allow grasslands and other 'wetter' terrain to be
# more common around rivers, as well as forests/jungle)
# Replace the standard river altitude function with one that seems to yeild
# better river paths
# Assorted terrain and feature improvements. Restored possibility of flood
# plains in desert, and made terrain tend to blob together more rather
# than appearing so completely random. Allowed hills to have terrain rather
# than always defaulting to grass (so desert/hills are now possible). I can't
# believe no one complained about that one.
# Found a major logic error in the player placement algorithm that was unfairly
# favoring near-lake placements (I has assumed CyPlot.isCoastalLand() was equivalent
# to asking: can I build a lighthouse?, this turned out not to be true).
# As a result, initial placement is much more likely to be coastal now, and
# this has a nice side effect of improving the average separation of players.
# Tweaked resource rates a little more based on various feedback.
# Replace standard lake addition function so we don't get lakes in odd places
# Futher performance optimization. The low and medium sea level options are
# now more than twice as fast, and the high sea level option is about 50%
# faster. I can now generate a huge map with low sea level in under a minute.
# After discovering that the map sizes in great plains are way off, resized my
# maps to the following settings:
# Duel Tiny Small Standard Large Huge
# SmartMap: 60 100 180 320 560 1000
# Standard: 60 104 160 273 416 640
# This is a bump up for everything except huge, which becomes slightly smaller,
# and thus hopefully usable by more people.
# Added related option to override the map width and height. You can now select
# your map size fairly precisely, including the ability to pick map sizes that
# are so large they may cause civiv to have problems. Up to 256x256 map positions,
# which would be a 1024x1024 map, with an area of over 1 million (compare to huge at
# an area of 16 thousand!) If you are able to generate a map of even 128x128 I'll be
# shocked. Nevertheless, the option is there. So no complaining that I made huge
# smaller! Just set your game to huge, then override the size to whatever you want.
# Or for a bizarre experience, set your map to duel, and override the size to whatever
# you'd like. For kicks I generated a 256x8 map, and that was just barely startable
# with my 1 Gig of memory. Minimap looks ridiculous.
# 4.2
# Increase goody hut count slightly, particularly on maps with lots of land
# 4.1
# Slightly refined smartmap resource placement to make distribution
# fairer between continents, and not to allow so many duped resources
# within one city radius
# Small upward tweak to resource rates
 
Waaaay to many deserts in this version....


I have tried every variation.... and tried with everything set to standard....


Still tooo many deserts...


-=R=-
 
lordroy said:
Waaaay to many deserts in this version....


I have tried every variation.... and tried with everything set to standard....


Still tooo many deserts...


-=R=-

Try climate tropical in the short term, that will have the least desert. I'll look at tweaking it soon since I discovered a small bug in the script and I want to release an update.
 
There was a small bug in v5 that would rarely cause a python script error to appear. If you've run into this, downloading this update will fix the issue. It also reduces the rate of desert, and makes a slight improvement to the fair distribution of bonuses algorithm.
 

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surt said:
There was a small bug in v5 that would rarely cause a python script error to appear. If you've run into this, downloading this update will fix the issue. It also reduces the rate of desert, and makes a slight improvement to the fair distribution of bonuses algorithm.


I appreciate the update... I tried this out... I went in, standard everything, except I made 1 Pangea.
I open the worldbuilder. Lots of deserts. Regenerate. Open Worldbuilder. Still too many. Regenerate. Open Worldbuilder. Still too many.

I am not even seeing very many of anything else. Desert worlds one after another after another (I made 10 maps).




I was wondering... you have variables for "hills" and "peaks" ect.... could you also make variables for "deserts", "grasslands", "plains", and seperate "jungles" and "forests" instead of a combo of the 2.

Thank you for all the hard work.


-=R=-
 
lordroy said:
I appreciate the update... I tried this out... I went in, standard everything, except I made 1 Pangea.
I open the worldbuilder. Lots of deserts. Regenerate. Open Worldbuilder. Still too many. Regenerate. Open Worldbuilder. Still too many.

I am not even seeing very many of anything else. Desert worlds one after another after another (I made 10 maps).




I was wondering... you have variables for "hills" and "peaks" ect.... could you also make variables for "deserts", "grasslands", "plains", and seperate "jungles" and "forests" instead of a combo of the 2.

Thank you for all the hard work.


-=R=-

That definitely seems wrong. You're not generating climate: arid are you? What size world are you on?

When I generate v5.1 with climate:tropical I get roughly 1 in 50 tiles overall as desert. (large, tropical, pangea). With temperate maybe 1 in 30.

Could you screenshot a minimap for me?

Further followup: I'm going to give some thought as to how I might give finer grain control of the generation without having to explode the number of options.
 
I ran this a few more times. I usually do standard size, but I tried large size this time:

setup.jpg


and ran it 4 times:

1.jpg


2.jpg


3.jpg


4.jpg


As you can see, it isnt as bad now as it was in earlier version... but, let me do some screens and trials with standard size.

I really dont think that there should be so many deserts near water... maybe on a continent there should be 1-2 deserts near middle.... somewhat large, but not so many little patches...

I still think this is too many deserts.... but its not as bad as it could be. Will post again soon.

-=R=-
 
OK Ran it exactly the same with "Standard" size:

standard1.JPG







standard4.JPG



I am seeing that the middle has LOTS of desert, no real lakes to speak of, no rolling grasslands or plains....

Am I just asking for too much?


I have one more test... Same as above, with "No Peaks" and "Few Hills"...

-=R=-
 
Ok... this time Standard Size. Few Hills. No Peaks.

StandardFHNP1.JPG


StandardFHNP2.JPG


StandardFHNP3.JPG


StandardFHNP4.JPG


Now, these get kinda weird.... that one HUGE Pangea, and then the Desert World....


Not sure what is going on.... but...

Still tooo many deserts.


-=R=-
 
My first recommendation is: play with climate: tropical for now. That will give you less desert than temperate.

I have a couple of ideas about making things a little more clumpy and less random, so i'll play with that for a while and see what I come up with.
 
surt said:
My first recommendation is: play with climate: tropical for now. That will give you less desert than temperate.

I have a couple of ideas about making things a little more clumpy and less random, so i'll play with that for a while and see what I come up with.


Ill try with Tropical.... but wont that give me craploads of jungle?


-=R=-
 
Hey Surt,

Really nice script,
I was wondering, is there a way to set the Forest/Jungle Re-growth rate?

Maybe have Low/Standard/High, but having Standard be higher on a Tropical word than Standard on a Temperate world.

Just a thought.
 
Victorvanwavere said:
Hey Surt,

Really nice script,
I was wondering, is there a way to set the Forest/Jungle Re-growth rate?

Maybe have Low/Standard/High, but having Standard be higher on a Tropical word than Standard on a Temperate world.

Just a thought.

I'm sorry, to the best of my knowledge that is controlled by the game/mod and not the map script.
 
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