Well thats what i read too.. And yeah i didn't even notice the indentation missing in my post until you pointed it out
. The problem is though that there is still thundra in the map, is there some other function that causes this or something?

Wet means more jungle.Does wet mean more jungle than normal for example? no ice is just like normal just without ice? Why are there no maps between 60% and 30%? For me 60% is way too crowded(for 18/huge) while 30% is overly spacious...
But when i generate maps with the no ice option there is still tons of thundra, why is that? Is it a bug?
I spent a few hours last night, testing those settings I posted with the XXL mod's Gigantic maps. Most of the time, it works great, but every now and then you get some weird results. I'll probably do some more testing and tweaking over the next few weeks, but in the meantime, I highly recommend you make those changes above in the python file oyzar - and everyone else who plays Huge+ maps regularly.
Allright, let me try to be a bit more specific. Sorry for producing so much criticizm of your script, but I'm trying to formulate the essential points of disagreement with its logic. Here are just 4 out of 5 consecutive maps generated at Small/60%/Normal setting. See the minimap for a general idea (they are also specifically zoomed to show particularly throublesome formations).Thin islands or land bridges happen a bit too often, when 2 plates collide (real life plate borders like this include Central America around Panama, and New Guinea). They have no reason to happen near the Equator, twas just randomness if they always appeared there when you ran it.
The too geometric shape is sometimes ugly, but doesn't happen all that often in my opinion.
I see your point, but to me there's no reason why the orientation of such a land bridge should be north south. I see nothing in tectonics plate theory that would explain why such bridges should be NS. In a few hundreds of millenia, New Guinea will probably be an EW bridge for instance.#1: While this may look like an island bridge, it is nowhere like the ones you mentioned because of its horisontal orientation. Were it vertical, it might have looked far more natural. But this one looks like it's a Panama stuck to Virginia instead of Mexica (while the continent itself has a neat southern horn which would most certainly suit this "bridge" better. If only the two continents were aligned vertically, not horisontally.
I don't see this as a problem butWhich is what seems to happen all to often with this script. See #3 and #4 - there are continents which are pronouncedly horizontal themselves, especially the lower one at #3 and the upper one at #4. The latter is even more strangely located at 90 degreed to its neighbour (with a rather queer intersection - two bridges forming an inner sea).
Yes. Though I wouldn't do it in general (Asia is kind of EW).Can this script be made to prefer more earthlike vertical continents?
left = self.plateMap[leftX + y*self.mapWidth]
if (left != 0):
if (roll <= self.plateSize[left]):
return left
left = self.plateMap[leftX + y*self.mapWidth]
if (left != 0):
if (roll <= self.plateSize[left]):
if (i >= self.numSeaPlates and self.dice.get(10,"less horizontal continents") > 5)
return left
else:
return left
The continents are currently slanted to appear mostly in one hemisphere (can be N or S, real Earth is North if you forget the unpleasant Antarctica which is not in the central part). This can be turned off by removing stuff around line 225 in get Coord function : Remove all this:And both horizontal continents are pushed to the extreme sides. Which to me seems like another frequent displeasing feature of this script. Can it be made to simulate a more earthlike pangaea division with continents occupying the more or less central parts of the globe?
if (i >= self.numSeaPlates + (self.numContinents/3)):
y = 2 + self.dice.get(2*self.mapHeight/3,"y seed for plate")
if (i >= self.numSeaPlates + 1 + (self.numContinents/3)):
if (self.mostLands == 0):
y = self.mapHeight - y - 1
elif (self.mostLands == 1):
y = self.mapHeight - y - 1
else:
if (i >= self.numSeaPlates + (self.numContinents/3)):
y = self.dice.get(self.mapHeight,"y seed for plate")/2 + self.mapHeight/2
else:
It is there because of plate boundaries. I tried to minimize these occurences but got too much water. It's not that easy to tweak unfortunately.And also the same two continents are far too narrow for their size, to my taste. It doesn't look natural either. Same is true for the smaller continent in #1 - it does not seem to be a full continent connected to the larger one via an island bridge either - instead, it is more like a loose outgrowth of it (which in turn raises the question of why it is there if it is not bridged continents, after all).
Did you try the Terra option? This one may be too Earthlike since it's predictably the same number of continents.I suppose I could have just summed it all up as: can you please make your script produce not only earthlike terrain but also more earthlike continent placement and outline, too? Fatter continents (vertically-oriented if elongated and/or linked via an island bridge) closer to the equator and with less "outgrowths" (i.e. big offshoots which suddenly grow fatter than it would suit a continental "tail").
On huge maps, you're more likely to have some ice. Even without the No Ice option, ice lands are usually reduced to a few squares from the top and bottom edges of the map, and require contiguous lands. On 60% you should get some of them on most maps.I've tried 70%, 60%, and both Earth options. It just occurred to me that I don't think I've seen the southern arctic region yet, but in all cases the far north is surrounded by ocean ice but has plains eventually yielding to tundra. These are Huge maps, which I gather might make a difference sometimes.
There is an issue with this, namely I can't guarantee that there is enough room on the biggest landmass for all the players. Anyway, you can change this by setting the allOnBest variable to true in findStartingPlot: Replace line 1711 allOnBest = false by allOnBest = true.On a completely unrelated note, would it be possible to have a non-Earthlike "Old World Start" map? I like having guaranteed contact between most civs, to promote both cultural advancement and warfare, but a start in Denmark followed by one in Norway really turned me off to the regularity of Randomized Earth mode.