Maniac
Apolyton Sage
I did have a look, but only a cursory one, which apparently didn't extend to figuring out tundra (that was more than a year ago). Do you mean the transformation should be: 50% FlatPolar, 25% RockyPolar, 25% FlatMoist ? I guess I could do that.
In Planetfall's CvMapGeneratorUtil, Tundra gets changed to 33% Flat Polar, 33% Flat Moist, 16% Rocky Moist and 16% Rocky Polar.
The code is in mapPfallTerrain() lines 2090+ which you already found. Just change:
Thanks!
Good question . Upon consideration I guess I want to create those ridges and highlands of Planetfall as they are a vital part of the Planetfall gameplay, but I don't think I'd want to go quite as far with them. Ideally I'd want to retain at least the general theme of the other map-scripts. Which of course means I'm not going to copy Planetfall's code (which I don't quite understand either).
I certainly agree that not all mapscripts should follow the Planetfall highland generation, though I do think it would be nice to have it as an option in SmartMap for instance. I'll have another look if I can figure out the highlands code myself.
Thanks, I may use one or two of those ideas to make new special regions for Planetfall. Not Sargasso Sea though, as there would be units involved and I'll avoid that (for now).
The sea unity pods aren't units, but IMPROVEMENT_UNITY_POD_SEA. And I was mistaken about the name - it's called New Sargasso.
Any ideas for additional names for known special regions whould be very welcome indeed:
What is the Big Dent?
If you'd like more landmark names, rather than given an exhaustive list of all landmark names in SMAC, it might be easier for both of us if you downloaded the SMAC demo, a mere 20 MB. Then place and extract the attached saves in "Sid Meier's Alpha Centauri's Demo" to have a look at the Map of Planet.
For LostIsle I have only
Perhaps the Isle of Dexamenus/Mnemi*ache (spelling probably incorrect) can be used here.
I couldn't find a solution for the 'Scattered Pods' problem yet. But having checked on my end, I've snooped a bit on yours and found an oddity:
That also returns false in vanilla. This is the function:
Code:
bool CvPlayer::startingPlotWithinRange(CvPlot* pPlot, PlayerTypes ePlayer, int iRange, int iPass) const
{
PROFILE_FUNC();
//XXX changes to AI_foundValue (which are far more flexible) make this function
// redundant but it is still called from Python.
return false;
}
I haven't looked deeper into this issue myself, but perhaps the key might be figuring out the difference between the MST mapscripts and Planetfall's original mapscript, where starting positions do work fine.