[MAPSCRIPT] FaireWeather.py for Colonization

When you are adding more options :mischief:

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. :crazyeye:
 
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.
 
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.

Oh ok, I see now. When I made the climate engine versatile, I was thinking along the lines of mods that might have a different setting altogether than Colonization. For example, I was thinking about making a new BtS map to replace PerfectWorld. The ice caps are just tacked on in the feature generation which is very mod specific in my maps. In my maps, I tend to throw the XML for terrains and features out the window, requiring a different script for different mods usually. It's not actually part of the core system. If you wanted to make a warm weather map for a certain scenario, you would be writing a new feature generation routine anyway. I view that as more of a thing for modders and coders rather than a game option.
 
:goodjob: again cephalo. Another excellent mapscript of yours.

Finally enough land for a marathon-speed game. :)

More size options might really be neat. For on shorter gamespeeds (which the game sadly seems designed for since its more multiplayer-friendly... which leads to some shortcommings) it whould really be a bit big.


On high-seas (connection to europe):

I whould actually advise you to (if possible) do that in a dropdown (3, 4 , 6 and 8 whould sound like good options) because

a) its very dependent on gamespeed how that plays out.
b) it has a big impact on how the game plays out.


In Quick speed it is actually allready a big drawback to have even more than 3 spaces from high seas (a turn lost there is a huge loss) whereas in marathon 8 or even more sounds just fine. And level more room for Naval gameplay (+ enhance faster ships alot naturally.).

Or tie it directly to speed if that is possible / wanted. 6 tiles sounds fine for epic.


I agree that naval combat should have its role (and could be big fun) but in quickspeed (which i whould rather not touch myself) the hit is just to big.
Also pirate-mods and the likes are likely more fun / useful in slower gamespeeds anyways so nothing to worry about there...
 
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.
 
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.

Thank you, ceph'!!!! :goodjob:
 
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... ;)

I accidentally discovered that you can load more than one treasure train onto a single galleon, so that helps significantly... :)
 
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.

I don't suppose there's a way of retaining the features from the new mapscript, but increasing the sizes back to what they were in the original Faireweather?

Also, please could you tell me which XML file controls the distance from the right that the land can start?
 
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 sensitive (:wallbash:) but overall it's quite easy to read/change.
 
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 sensitive (:wallbash:) but overall it's quite easy to read/change.

Thanks, I will take a look.
 
Thanks, I will take a look.

Actually, besides the getGridSize function, you might change the mc.hmWidth mc.hmHeight variables so that your map generation happens with similar dimensions. To put back to the old way, which was square, change mc.hmWidth to 129. Then, make sure to set all the sizes in getGridSizes to square also, not counting the water bands created for the Europe distance.
 
Cephalo, have you perhaps found a tag or function that sets a Col map as round instead of as a hemisphere of the world?
 
On a regular map, I think that you can simply change the getWrapX() etc. function and it will work. If you want to use this map though, you'll have to change the mc.hmWidth/Height to be 1 less according to the instructions on the related comment in the script, and use mc.WrapX and mc.WrapY instead of the normal functions.
 
No, it was not meant for this map. It was for a possible mod which encompasses a whole world, not a section of 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.

I know exactly what caused it. It's the same bug that sometimes caused an oasis on a lake in PerfectWorld. Thanks for letting me know!
 
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.
 
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.

I've noticed it loved to put a line of hills along the shore, but I haven't seen mountains there.
 
Back
Top Bottom