[MAPSCRIPT] FaireWeather.py for Colonization

Look for a folder called "PublicMaps" in your Colonization folder, and drop the extracted file in there. It should show up as a playable maptype when you start a game.
 
This is a really cool addition! I think it is way better than the vanilla maps. Although I saw a little one square island off in the middle of nowhere, and it was surrounded by five crabs. I guess if someone really wanted to make a baby factory, that would be the place.
 
This is a really cool addition! I think it is way better than the vanilla maps. Although I saw a little one square island off in the middle of nowhere, and it was surrounded by five crabs. I guess if someone really wanted to make a baby factory, that would be the place.

We call those 'council house estates'... :)
 
Originally Posted by cephalo
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.

Thanks a lot. i was tired of finding cliffs and mountains in the shore.

A great map. Thanks
 
I love your map script. It's *much* better than the stock one.

It seems to be really special resource heavy sometimes though. For an example, take a look at the screenshot I've included. It's the worst example I've seen so far.

There are 7 tobacco tiles all in a clump. You could actually build a colony in the middle with access to FIVE special tobacco tiles.
Also, along the shoreline you can see clumps. The NE shows 3 crab in a row, with 2 more not far off. Along the north is a row of 5 fish.

This seems fairly typical for the script. I've had colonies with 3 or 4 corn tiles.

Is this intentional? I'm not sure how your script generates special tiles but it seems a little unbalanced.
 

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I love your map script. It's *much* better than the stock one.

It seems to be really special resource heavy sometimes though. For an example, take a look at the screenshot I've included. It's the worst example I've seen so far.

There are 7 tobacco tiles all in a clump. You could actually build a colony in the middle with access to FIVE special tobacco tiles.
Also, along the shoreline you can see clumps. The NE shows 3 crab in a row, with 2 more not far off. Along the north is a row of 5 fish.

This seems fairly typical for the script. I've had colonies with 3 or 4 corn tiles.

Is this intentional? I'm not sure how your script generates special tiles but it seems a little unbalanced.

Actually in this map the default bonus placement is used. The reason why you see more clumping on this map sometimes is that normally the 'fractal' generator creates a very random jumble of terrains that prevent alot resource clumping.

If you really don't like this behavior, you can set the iUnique tag in the BonusInfos XML to 1 or even 2.
 
:)Hello, good work!
I am thinking of some adjustment of bonuses.
Now it seems, there are more grasslands than plains in the map, which means there are much less cotton than tobacco. Sugar appears even more less. How to make the three with about the same amount?
And, I found that many native cottages teach tobacco planter, sugar, cotton and fur planters are hard to see. Usually there is no sugar planter in the world. Could this be adjusted? coz many players want to harvest and sell as many sort of goods as they can!
 
:)Hello, good work!
I am thinking of some adjustment of bonuses.
Now it seems, there are more grasslands than plains in the map, which means there are much less cotton than tobacco. Sugar appears even more less. How to make the three with about the same amount?
And, I found that many native cottages teach tobacco planter, sugar, cotton and fur planters are hard to see. Usually there is no sugar planter in the world. Could this be adjusted? coz many players want to harvest and sell as many sort of goods as they can!

Native training skills are not handled in the map script. Bonuses can be handled in the map script but I have not done that.
 
Hi Man,

Nice map.

It seems that i can't use it with a mod. Is it logical ? Maps aren't my cup of tea... i need to understand why i can't play a mod with it and how to do.

Thx.
 
Hi Man,

Nice map.

It seems that i can't use it with a mod. Is it logical ? Maps aren't my cup of tea... i need to understand why i can't play a mod with it and how to do.

Thx.

It should work with any mod that uses the standard terrains and features. Additional features and terrains will not be placed, but even then it should still work. What mod are you having trouble with?
 
It should work with any mod that uses the standard terrains and features. Additional features and terrains will not be placed, but even then it should still work. What mod are you having trouble with?

I'm trying with Age of Discovery II.
Maybe i have done a mistake. This map had to be put in the folder "public map", right ?
 
I'm trying with Age of Discovery II.
Maybe i have done a mistake. This map had to be put in the folder "public map", right ?

Hian, I just tried them out and they work together.
 
I'm trying with Age of Discovery II.
Maybe i have done a mistake. This map had to be put in the folder "public map", right ?

Let me know if you get a specific error message. There are some issues that can cause maps to break temporarily.
 
Let me know if you get a specific error message. There are some issues that can cause maps to break temporarily.

No, i don't know what is wrong. I have a map script error message (and then a CTD) with the mod.:confused:
 
No, i don't know what is wrong. I have a map script error message (and then a CTD) with the mod.:confused:

What does the map script error say? Also, the map is still working with the vanilla game correct?
 
What does the map script error say? Also, the map is still working with the vanilla game correct?

As far as i have tested, the map is working fine with the vanilla game. :)

Nevertheless, it doesn't work under the mod. :( Do i have to put the map elsewhere in that case ?
 
cephalo,

After a complete reinstall, it seems to work well. My apologies.
Now i can play both the mod and the map. Cool, isn't it ?
 
cephalo,

After a complete reinstall, it seems to work well. My apologies.
Now i can play both the mod and the map. Cool, isn't it ?

Eww, I would hate a complete reinstall to be the solution. I wonder if the problem was the writing of the map in the ini file. Let me know if it happens again so you dont need a reinstall.
 
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