Any idea how to prevent the mountain on which the Guardians spawn from being downgraded to a hill?
Funny looking.... but not gamebreaking : )
Are you using Flavour Mod? The only times I've had this happen are when I run that with Flavor starts enabled. When I run the cleanup around player starts it ignores tiles with resources or improvements (FfH specific items) to avoid things like this.
[to_xp]Gekko;8054639 said:
would it be easy to add the way ice/snow clumps in the middle of the map on toroidal maps in this map to PerfectWorld2? it's cool that cephalo added toroidal maps and they are perfect for FFH, but that long string of ice in the middle of the map is really, really annoying... especially after I got used to how nicely it works in this mapscript
Easy? I don't know about 'easy' but it's quite possible, you can open up both scripts in a text editor of your choice and search for 'feature_ice' in this script you'll see quite a few extra lines. The problem is that I use different map variables to determine if the player selected a map with z-wrap so you'll have to change a few of those to work with PW2.
I think this has to do with river prevalance.... lotsa rivers means Malakim get Floodplains galore..... I've seen it that way when I've played Malakim anyway.
I have a newer version with some control over rivers & lakes but it needs some clean-up work before I can upload it. 2.0 uses the new river generation code from Cephalo's Perfect World 2 which was a bit different than the old code so I didn't have time to properly test it and adjust it for the differences with deserts.
Just commenting to show my appreciation for this script; startup times are trivial to me when you know you'll have a good map

. Both single player and a couple of MP games saw good experiences with this script, I very much like it.
I'm glad it's getting some use, hopefully things will slow down a bit here so I can get in and actually play a game
If there are any issues let me know and I'll see if I can make some adjustments to improve it. Aside from the creation time anyway, that's the cost of getting nice world shapes.
Varn Gosam is quite often a technological runaway. Maybe a slight nerfing of his start position is in order?
And maybe the script needs to delete the Goblin Forts, Lairs and Lizardmen Ruins in a certain radius next to the starting positions, mostly for the AI's sake.
I'll see what I can do for the special features.
thx.
follow-up question: is it my equipment, or does this map take ages to generate for everyone?
It takes a while, although on a high-end CPU with a bit of extra RAM it doesn't take more than about a minute. Python isn't exactly fast, especially when it comes to loops and the map generation run a lot of loops over the entire set of tiles. Smaller maps will generate faster, but they still won't be fast.
Bah. I thought PerfectWorld 2 would be awesome, and it is, but it refuses to allow Malakim to start in desert or Doviello in Tundra. I'm still using this one exclusively as a result.
Yes, you'll run into that unless you get into PW2 and adjust the value of different tiles used for setting starting plots. That part is a pain and I ended up re-writing the starting plot code a couple of times before ending up with the current implimentation, which still isn't 'perfect' but I think it works fairly well.... most of the time anyway.
I'll try to get my lastest code into something I can share and upload it this weekend. It adds controls for the rivers and reduces the number of added resources around starting plots. I'll look and see if I can clear out goblin forts and lairs close to player starts as well.