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[Map Script] Tectonics

Discussion in 'Civ4 - Map Scripts' started by LDiCesare, Dec 23, 2005.

  1. Temudjin

    Temudjin Chieftain

    Joined:
    Oct 16, 2007
    Messages:
    90
    I've just released an updated version of this map-script. It's one of the scripts included in my MapScriptTools and as such dependent on them.

    Tectonics_316_mst.py - Version History
    Version 3.16 - edited by Temudjin - 15.July.2010
    - NOW DEPENDS ON MapScriptTools.py


    Adjusted for MapScriptTools
    Planetfall compatibility
    Mars Now! compatibility
    Create Marshes, if mod allows it
    Create Deep Ocean, if mod allows it
    Create Special Regions (Bogs, Dents, Elemental Quarter, Lost Isle)
    Place Kelp, Haunted Lands and Crystal Plains if mod allows for them
    Check for Temudjin's Cool Starting Plots
    Add option for team placement
    Supports any number of players
    Add rivers on islands
    Allow more world sizes, if supported by mod
    Better balanced resources
    Print stats of mod and map
    _____
    Thank you LDiCesare for this great map-script. I think you were the first to introduce plate-tectonics to the game. A theme which I expanded upon, in a very different way, with FracturedWorld.
     
  2. LDiCesare

    LDiCesare Chieftain

    Joined:
    Dec 22, 2005
    Messages:
    2,612
    Location:
    France
    Thanks Temudjin.
    Additional terrain types were not, indeed, possible in the base script.
     
  3. Yxklyx

    Yxklyx Chieftain

    Joined:
    May 7, 2008
    Messages:
    869
    I play Tectonics exclusively but I have one issue with it. 70% Land (Earthlike) always generates a lot less land that expected and 60% Land always generates a lot more land (typically massive pangaea-like continent) than expected.
     
  4. Yxklyx

    Yxklyx Chieftain

    Joined:
    May 7, 2008
    Messages:
    869
    I followed a previous poster's suggestion and set these values for 70% Water:

    numContinents = 2*numPlayers-5
    numSeaPlates = numPlayers*2

    Using 7 players these maps look much better to me.

    How do you save your old selections when starting a game? I'd like to have this map always generate a random climate.
     
  5. LDiCesare

    LDiCesare Chieftain

    Joined:
    Dec 22, 2005
    Messages:
    2,612
    Location:
    France
    I don't know how to save the previous selection, I think it always picks the default one.
    To get the random climate always, you can change the option default value to that.

    Edit this:
    def getCustomMapOptionDefault(argsList):
    iOption = argsList[0]
    if (iOption == 0):
    return 0
    else:
    return 1

    Now, the list only contains the available options, and random is not one, so since iOption 1 is the climate, you could try return 4 instead of return 1 (since random is added at the end) but this either works or crashes, I can't test right now. Another way to do it, but I don't know when the method is executed, is to return something like
    gc.getGame().getMapRand().get(4,"climate")

    If it doesn't work there, you can do it here:
    class ClimateGenerator:
    def __init__(self):
    self.climate = CyMap().getCustomMapOption(1) -- replace by gc.getGame().getMapRand().get(4,"climate")

    I can't really test anytime soon but I hope this can be helpful.
     
  6. Cruel

    Cruel Chieftain

    Joined:
    Jun 22, 2005
    Messages:
    823
    Location:
    São Paulo, Brazil
    This is a very good script. But I miss the option 50-50 water earth. As well as control of size of continents.
     

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