cephalo
Deity
When you are adding more options
A "No Ice Caps" variant would be cool.
What do you have against ice caps? You know, I worked hard to prevent the ice caps from being overwritten by Europe.

When you are adding more options
A "No Ice Caps" variant would be cool.
Nothing in general.
But for some settings - assuming you want to play in warmer parts of the world - Ice caps are just wrong.
Overall the Script is quite nice and flexible (using the parameter defines) - but many palyers will not want to mess around with the file/constants, so ingame handles for some interesting options would be useful.
Also ingame handles (at least back in Civ4 scripts) have the inbuilt possibility of randomization.
So by adding a few - i was thinking Climate / Sea Level / Grain (Big Chunks vs. Small Islands) you would cover the most gamers needs and add the option of randomization.
Ok, I have a new version up. I cut the widths in half, and I'd say the maps are still very large, but not uselessly large. If theres ever a mod that has a good exploration game, the size might need to be larger, but for Col, I'd say these are large enough.
I also changed the distance to Europe to default to 4 tiles, but there are drop down options for 3,6 and 8.
There is also an option for more scattered landforms that are more likely to have islands.
finally a huge map is a really huge map when using your script. i really love the size. but i noticed the nearly infinite amount of indian villages, perhaps it makes sense when there are less villages on the same map.
i get so many treasures, cant buy enough galleons to bring them to europe and later it takes 50+ turns to get them to the next city. in my last game i got an early scout and not many turns later i had 20 treasures in my cities and many more moving across the map, additional to the gold that was directly transferred to my bank account...![]()
Ok, I have a new version up. I cut the widths in half, and I'd say the maps are still very large, but not uselessly large.
Sa far as i know the Script ignores all the XML control and has a set of own tweaking variables.
If you open the Fairewather.PY in notepad, you will find a lot of adjustable constants in the beginning of the file. Cephalo did a good job commenting them too.
For size you will need to search for the getGridSize method and input the sizes you want there.
be carefull not to insert a unecessary space/tab - python is indentation sensitivewallbash
but overall it's quite easy to read/change.
Thanks, I will take a look.
I really like this map script, cephalo, but I noticed a little bug on one of the maps it generated. There is a fresh water lake with "light forest" in it.
I really like this map script, cephalo, but I noticed a little bug on one of the maps it generated. There is a fresh water lake with "light forest" in it. I haven't looked at the code to see how this might have happened, but I thought I'd mention it in case you happen to review it.
Ok, I updated the map. I fixed the light forest in water bug. Also, I was setting the altitude for the water bands on the edge of the map to 0.0, which created a large altitude difference that caused lines of peaks to occur on continent edges on the border. Setting them to just below sea level solved this problem.