Discussion in 'Community Patch Project' started by Gazebo, Feb 17, 2019.
You don't need to look at the needs tooltip to make those decisions.
Can we take the happiness discussion to the general balance forum. There is a very active thread on happiness as we speak, and I’m seeing duplicate discussions
Am i the only one having problems with the new Communitas mapscript?, after playing some games i'm getting either a lot of space in a lonely continent (10+ cities with some in islands), or a totally crowded continent (4 - 5 cities without war). (I'm not used to communitas, only testing it with the new actualization)
My settings are standard continents, strategic balance, medium sea level.
Hotfixed posted (2-17-3), cleans up a few tactical AI anomalies and makes some adjustments to the Unhappiness UI and functional algorithm. Happiness will be a little bit harder late-game, otherwise should feel the same.
Is this save game compatible? Im in the middle of a playthrough
I'm really enjoying the Communitas map. The sense of region is completely transformed.
too many mountains but I like the new changes overall
How about the resource distribution? And are you getting proper oceans (= are the continents properly separated, so that early ships cannot easily reach all of them)? I am intrigued to try out the Communitas again after years, the discussion in the map thread looks very promising.
I pick rift as normal and I was not able to join the other continent until explorer.
I think that if you pick large rifts with at least one pacific, you will be able to reach the other continent at sailing
Thanks, good to know. One of the reasons why I abandoned the Communitas map before was that it was creating these long 1-tile wide rifts between continents if you added a bit more civs. It seemed to me as if it was creating the land masses around the civ starting locations.
Ok, enough wailing and theory-crafting, my next game will be on Communitas again
If you want to maximise the distance between continent pick double atlantic rift
Yeah, I know, thanks. There was something broken, this did not have any effect if you increased the number of civs , it was literally creating 1-tile wide canals between continents regardless of the other settings.
this new communitas script really has too many mountains. They're often coastal and on snaky fragments, I wouldn't want to face Inca anywhere there. There's fragments without almost any whatsoever, and some where everything is a mountain.
It's actually more realistic. Vma was looking for plausibility, not strategy.
In fact, I like to increase the occurrence of hills near mountains
so change the age of the earth?
If communitas is going more for an earth-like simulator then that seems like a perfectly valid approach. Standard map is the board game, community’s is the life-like mode
Nope. There's an ingame function. You can manually set the percentage in the script file.
The communitas script file is huge, which line would I have to change (and in which direction) to reduce the quantity of mountains? I don't care for realism, having Inca spawned in such a terrain would be nuts2.wad
It's not far down. Get notepad++ for easier viewing.
And for those that want less resources:
They only affect the number per tile, not how many tiles spawn. You'd have to spend more time on the script than I cared to if you wanna change that.
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