[to_xp]Gekko;9027876 said:
high sea level may be more interesting looking but it also tends to mean more islands and I don't like those. plus, there's not much meaning in having a huge amount of water no one will use. but thanx for the kind suggestion ( too bad we don't have the smilie that offers a flower as a gift

)
looking forward to your next tweaks, particularly interested in the "smarter climate with low sea level" one
Well, my personal favorite is medium cohesion and low sea level but that will end up with almost the same amount of land as high cohesion low sea level, just with a few more islands. I like the islands because in both RiFE and Wild Mana by the time you can expand onto the islands they have some tough, highly promoted barbarians or animals and can be just as tough (tougher really, in most cases) to conquer as another civ.
no, but deep oceans will have some surprises for those who dare to explore them
Mmmm... deep oceans. Also, due to the placement rules, they make a great place to spawn the pirates and any water barbs you may add that might be less complicated that your current mechanic. There will always be at least two tiles between deep ocean and land and counting the total number of deep ocean tiles will give you a better idea of the ocean size than counting oceans, coasts or both. Regardless of the map size and settings the map edges will always be deep ocean too.
Why permit players to shoot themselves in the foot? If it honestly generates a sucky result which has nothing to do with preferences and everything to do with the way the algorithms work, it's not a good option to present to the player. To make a quality software product, sometimes you have to protect the user from himself.
It's not that it generates a 'sucky' result so much as it really messes with assumptions I made to speed up several processes. It also complicates the climate options due to the shift of the min and max latitudes. If it weren't for the climate shift issues it's be no different than any other map, but since I prefer maps that simulate part of the world rather than the whole world (Civ maps are too small for a whole world IMO) I have to deal with y-wrap changing that. Honestly, since I never use it, it's pretty low on my priority list though.
And, regarding the options which are mutually exclusive and/or cause Py exceptions, can you add a check which looks for one of them, and automatically changes the other to something that makes sense?
Any python exceptions are bugs so they need to be fixed. They're also not likely to be caused by a specific combination of options but rather me missing something that can cause an exception like a list being shorter than expected. There aren't any mutually exclusive options, the few that exist are all different selections of the same option so it's impossible to mix them anyway. There are some combinations that I think look wierd and there are some combinatiosn that people try that will create certain issues, but how to I cancel them out without people coming back and complaining that they don't work? Sometimes I'm amazed that somebody will try a small world with increased mountains, high sea level and 10 civs and then complain that starting positions are horrible, but if they can't figure that out ahead of time what can I really do?
Really, I'm surprised that people don't simply turn the 'bad' terrains off or at least down if they don't like the results. That's why those options exist
I mean, if the multiplayer games are ruined when somebody starts in the tundra... turn off tundras, problem solved!

(Wow, you have no idea how long I've wanted to say that

) And yeah, I know, no fur or deer.
I will say that one thing is mutually exclussive... realistic and balanced. A lot of people seem to want maps that are realistic (I think I have that part covered) AND balanced... at the same time... seriously? That's literally impossible, sure you can have a balanced map that looks good, but it won't be realistic. And you can have a realistic map that isn't horribly imbalanced, but it won't really be balanced. Ironically, these maps are made for one of the least balanced games (ok, mod) ever created. Now, for me, that's the fun of it. I like FfH because of the absurdly overpowered situations that can arise and I like realistic maps because they aren't fair. As long as I have fun with it does it really matter if I crush everybody else under my thumb or go down in a blaze of glory? For all of the complaints about the Doviello and Illians in the tundra they are almost never stuck at the bottom of the scoreboard in my games whether controlled by me or the AI. So is that 'unfair start' really that bad?
Hmm... got a bit sidetracked
Right, anyway, on to the next...
Honestly, IMO there are too many choices right now. And, half of them are esoteric or have ambiguous names. The player really has to memorize what these names mean, which is kind of crappy.
Which have ambiguous names? I have a character limit to work within but if there is something that would be better with a different name I'd be happy to change it. I can't think of any though, I named them for what they do, so things like 'Cohesion' are just that, no effort is made to force a specific type of landmass so any other name is really inappropriate. The different terrains are all chance modifiers, you aren't setting an exact amount of a specific terrain, just the chance that it will appear on the map. The smart climate options do exactly what they say, be it nothing (off), only making sure a specific type exists if needed (Ensure Exists), completely overriding the climate selections you made (Override Selections) or modifying the climate selections you made (Modify Selections). The new flavor settings are pretty basic, full, limited or minimal. I don't know how else to explain that in a simple map script that can't have tooltips, popups or it's own pedia entries.
I agree that there are too many, but it's better than the alternative. How else would I give you the ability to setup the map the way you want it? I could bundle all of the climate options up into a single list, but then that list would have way too many selections and they'd have confusing names. Personally, one of my favorite aspects is the fact that I can completely turn deserts, tundra or jungles off. I can have a world with massive jungles and huge expanses of tundra but not a spot of deserts if I want to, what other map script lets you do that? Since Fall From Heaven is a fantasy mod I want a map script that lets me generate fantasy worlds and I want to know that I'm getting the world I want without having to open up world builder to make sure because that ruins the fun of exploring the world. The options for advanced features and city ruins are pretty essential. Although I like them what if you decide you really enjoy RiFE but you hate kelp and haunted lands?
Yes, a lot of this could be handled with variables in the map script that you edited, but that is a pain to deal with in MP games since you'd have to distribute the same file to everybody and if you had a different file than me we'd never be able to connect, even if you just had a different script in the folder and we weren't using it it can cause problems.
/This is a wonderful script, trying to make it better! Less is more!
Feedback is always appreciated, just look at Gekko, I haven't even tried to strangle him yet
You beat me to it
Honestly, I don't even notice that option exists anymore and I almost always forget to test them until the last minute.