[Map Script] SmartMap

Surt - how do you get the pre-made maps (e.g. Europe, N. America) to be shaped more like they are in reality? What do the settings for roundness, etc need to be for this to work. I keep getting very oddly-shaped variations. Also, how do we get terrain to be closer to reality. I like some randomness, but deserts in the middle of Germany is not what I had in mind... :)
 
gunnergoz said:
Surt - how do you get the pre-made maps (e.g. Europe, N. America) to be shaped more like they are in reality? What do the settings for roundness, etc need to be for this to work. I keep getting very oddly-shaped variations. Also, how do we get terrain to be closer to reality. I like some randomness, but deserts in the middle of Germany is not what I had in mind... :)

So ... with the terrain there's nothing you can do for now. The terrain is generated using the usual method, so near the german 'equator' you'll be getting desert. That's unfortunate, I agree, so in the next version you'll be able to use terrain sampled from blue marble for more earthly terrain.

With the continent shapes ... there's not a great deal I can do. In the next version, you'll be able to use WBS maps for the shape, which will give you more options, but basically right now I'm stuck with taking the shapes from blue marble data, and their map projections maybe aren't what people are quite used to (people are more familiar with a less accurate map ...), they are actually more like they are in reality than most maps you see. The settings for roundness etc are ignored for maps using the fixed earth shapes.

The maximum accuracy you'll get for a map image is to use a 2:1 width:height ratio. (use the width/height overrides)
 
This version now loads WBS files for land form and terrain! Also has blue marble sampled terrain for the earth maps.

Get it on the front page as usual.

# 9.1
# Added support for loading and resizing Civ4WorldBuilderSave files (WBS files), you'll
# find them in the 'continents' menu since they define the land shape for the map.
# Added support for loading terrains from map (WBS) see option: 'use map data' in terrain menu.
# This should resolve the 'unrealistic terrain' problem for the BlueMarble based maps as well.
# Sampled terrain from blue marble data for earth based maps.
# Tweaked 'earth' map option to remove useless antarctica.
# Tweaked player placement to be less willing to place players near the poles.
# Changed crazy resource option to place land/water resources only on those tiles.
# Split resource placement rules from resource density controls. The combination of the
# two was creating too much confusion over what option did what to resources. Hopefully
# the resource controls will be both clearer and give you more options now.
#
 
Yes, I will support bonuses and features from WBS in the next version, but I'm going to have a busy week.

Bonuses/Features are also going to have more blatant issues with duplication in upscaling, so I may need to do more work there to make it reasonable.
 
strategyonly said:
I always get ice caps on the side of my map/scenario, what am i doing wrong?

As the other poster said, SmartMap puts ice along the unnavigatable edge of the world. I did this mostly because civ4 versions up to 1.52 had an ugly graphic glitch if you wound up with certain combinations of tiles on the map border.

I may go ahead and review this for the next version, it may be that they've fixed that in 1.61, I never checked.
 
How can i play with Smartmaps AND Fall from Haven 2 mod ?
It doesn't work....:cry: :cry: :cry:

The (very unhappy) Frog.
 
Sorry it's works....i've made the "common" mistake....:blush:

Will there have a traduction (in french for exemple,:) )?

Even with the read me, it's easy to understand everything.:confused:

The (now happy) Frog.
 
Hian the Frog said:
Sorry it's works....i've made the "common" mistake....:blush:

Will there have a traduction (in french for exemple,:) )?

Even with the read me, it's easy to understand everything.:confused:

The (now happy) Frog.

I assume you mean a translation into french, and that it is not easy to understand everything.

I'd be happy to have a french translation, however, that would require somebody do the translation for me.

Any dual language people want to volunteer?
 
surt said:
It's vaguely possible. When I get some time to look into it I'm going to see if I can dynamically load logic from other scripts.

I do not know what you mean by "dynamically load logic". However you can just import any of the other mapscripts and call their public functions whenever you want. I also know that python files that are not mapscripts can be placed in arbritrary subdirectories of CustomAssets/python and imported to scripts in PublicMaps.

Edit: I know this because I've messed around with your script once or twice...
 
Gaurav said:
I do not know what you mean by "dynamically load logic". However you can just import any of the other mapscripts and call their public functions whenever you want. I also know that python files that are not mapscripts can be placed in arbritrary subdirectories of CustomAssets/python and imported to scripts in PublicMaps.

Edit: I know this because I've messed around with your script once or twice...

The last time I tried it didn't work, which is why I have copies of the interesting sections of other scripts in smartmap right now. Civ4 had some odd issues with import orders because of the dynamically generated c++ interface.
 
surt said:
The last time I tried it didn't work, which is why I have copies of the interesting sections of other scripts in smartmap right now. Civ4 had some odd issues with import orders because of the dynamically generated c++ interface.

Just occurred to me the python library I had successfully imported from CustomAssets doesn't try to call the C++. I should have tried that.

Oh well, thanks to you I really don't have to play around with mapscripts too much. :)
 
Gaurav said:
Just occurred to me the python library I had successfully imported from CustomAssets doesn't try to call the C++. I should have tried that.

Oh well, thanks to you I really don't have to play around with mapscripts too much. :)

Well, the last time I played with it was back in civ4 1.09. And I had pretty much just learned python, so I may have just done it wrong. We'll just see if I have better luck this time around.
 
First of all, a huge thank you for an impressive piece of work. This adds a ton to the game.

One minor issue is that snow and tundra seem to be too widespread at a variety of settings. I am assuming that this is a matter of taste, making me wish that, similar to peaks, you could actually select a percentage for these terrains. I don't really want to eliminate them, I just want to prevent them from taking over the map.

For me, a larger issue is the homogenous nature of the world. This might be beneficial in multiplayer, but I find single player a lot more fun if different regions of the world are very distinct. In fact, that is what I find lacking in Civ IV's terra -- the new world seems to be pretty much like the old world, so what's to get worked up over). Are there existing settings which overcome this? Is it even possible?
 
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