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[MAP] The Classic Americas - Colonization 1

Mediterranean mod has timber also.

[edit]

doh:
Lumber, timber: http://forums.civfanatics.com/downloads.php?do=file&id=6205
Amber, potato(!), rubber, timber:http://forums.civfanatics.com/downloads.php?do=file&id=10461

Potato originates from america, right?
Also rubber is appropriate, amber is not necesarry but would be nice.

You've been a big help, Deon, and it's much appreciated. This morning I had given up on the idea I could do this, and thanks to you, tonight I'm playtesting a beta version.
 
I ve just seen the screenshot and i can only say Wow!!!
The old Col1 map with all the different terrains type is simply excellent.
Hopefully we have excellent modders here :goodjob:
 
Would you like to know how to spawn random goods and ruins on the map? Or will you place them so they're always in the same location every time you play?
 
Would you like to know how to spawn random goods and ruins on the map? Or will you place them so they're always in the same location every time you play?

If you could tell me, that would be great, though I might not be able to implement it right away.
 
Add the following code to onGameStart(..) within CvEventManager.py in /Assets/Python/

Code:
	def onGameStart(self, argsList):
# Place random stuff on map START
		if (gc.getGame().getGameTurnYear() == gc.getDefineINT("START_YEAR")):
				CyMapGenerator().eraseBonuses()
				CyMapGenerator().eraseGoodies()
				CyMapGenerator().addBonuses()
				CyMapGenerator().addGoodies()
# Place random stuff on map END

That will ensure random placement of ruins and bonuses every game. :)
 
Thanks Dale, that looks surprisingly painless.

By the by, are you any closer to tracking down the unrandomised start bug I heard you were looking for?
 
1.02 fixes a crash and a bug in random start locs. :)

In that thread is a list of fixes in the patch. ;)
 
Hi Reveilled,

This is a great map. It feels much more genuine than the ones included.:goodjob:

It seems however that a lot of ressources are placed in terrain where they give no benefit. There are bananas in forrest (should be jungle) and so on. I assume you already know this, but I was wondering whether you plan on changing it, so your map will become even better?
 
Hi Reveilled,

This is a great map. It feels much more genuine than the ones included.:goodjob:

It seems however that a lot of ressources are placed in terrain where they give no benefit. There are bananas in forrest (should be jungle) and so on. I assume you already know this, but I was wondering whether you plan on changing it, so your map will become even better?

The problem, I think, stems from the fact that each of the resources has a defined terrain it can occur on, and apparently will only function on that terrain. What I am probably going to do is update the map to remove those resources, so that people who don't want to have to deal with mod files can play it, and edit the files to enable those resources in the mod I will be releasing, just as soon as I'm satisfied there's no glaring bugs.
 
The problem, I think, stems from the fact that each of the resources has a defined terrain it can occur on, and apparently will only function on that terrain.

Yes, it's very strange to see silver worthless in most peaks yet giving it's intended bonus when it's in an artic peak.

I'm no expert in American climate, but I'm pretty sure the Incas didn't live in an artic climate and they weren't exactly running out of silver. I thought it was strange why the makers of this game have made Peru without any silver mines, but then I found out that silver would only work in tundra or snow.:crazyeye:

Oh well, at least it's moddable, so thanks again for making a mod for the rest of us.
 
Okay, I've done a bit of playtesting, but I'm experiencing a problem in fixing the bug of Silver not working on mountains. I can't see any way to enable a resource to be placed on peaks, only on terrains, features, and hills. Does bHills work for peaks, or should I add something like bPeaks to the file, or is it not possible without something more complicated?

EDIT: Looks like mountains are just another kind of hill, so bHills applies to them both equally. That's good, I can work with that.
 
Okay, I've done a bit of playtesting, but I'm experiencing a problem in fixing the bug of Silver not working on mountains. I can't see any way to enable a resource to be placed on peaks, only on terrains, features, and hills. Does bHills work for peaks, or should I add something like bPeaks to the file, or is it not possible without something more complicated?

EDIT: Looks like mountains are just another kind of hill, so bHills applies to them both equally. That's good, I can work with that.


I could be wrong but in the XML file (terrain folder) for bonus infos I think you would have to add the peak terrain under the section for silver for it to show there. Peak is listed as a terrain in the terrain info file.
 
Yes, it's very strange to see silver worthless in most peaks yet giving it's intended bonus when it's in an artic peak.

I'm no expert in American climate, but I'm pretty sure the Incas didn't live in an artic climate and they weren't exactly running out of silver. I thought it was strange why the makers of this game have made Peru without any silver mines, but then I found out that silver would only work in tundra or snow.:crazyeye:

Oh well, at least it's moddable, so thanks again for making a mod for the rest of us.

Same story with furs only showing up in tundra, I believe at this time period very little of the fur gathering was taking place in the frozen wastes.
 
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