Asterix Rage
Warlord
- Joined
- Jun 6, 2010
- Messages
- 1,585
I vaguely remember one day where I concluded that it was linked with the use of RAS. None map script mods work. Not only yoursIt also failed me now, don't know why.
I vaguely remember one day where I concluded that it was linked with the use of RAS. None map script mods work. Not only yoursIt also failed me now, don't know why.
If you're planning to add more snow (which I agree with since it creates more variety, and barbarians constantly spawning there is fun too), maybe add more Uranium there and reduce the amount of Uranium elsewhere. What else can currently spawn on snow?
JFYI, I use RAS and the Tectonic map script works for me as a mod. (not saying that RAS cannot be a problem for specific conditions on your end)I vaguely remember one day where I concluded that it was linked with the use of RAS. None map script mods work. Not only yours
I've found that a reason for a map not showing is to have two different files in valid locations announcing the same map name. When I started using Communitas name, I had to move the original file to an invalid location (valid are MOD and maps folders). In fact, using a different name helps making changes faster.JFYI, I use RAS and the Tectonic map script works for me as a mod. (not saying that RAS cannot be a problem for specific conditions on your end)
From version 1.05, yes. However, I want to populate the artic zone before release (just imagine that the poles are outside the map), but I haven't figured it out how to do it. When I'll post the new version, it'll come with screenshots, promised.Unlighted works fine; you only changed the rifts right?
Quick update.
I've been working on the rifts. Oh boy, oh boy, it's been exhausting.
As I feared, every time I tried to produce new code, something failed (type mismatch, parenthesis missing, unavailable data, nil values, ...). So I just took the same code that exists for rifts and try to adapt it to follow the path of fewer altitude, with a weight to make it prefer the starting column when near the borders. It's much easier for me to work on the maths and ignore handling the objects. Aaand it worked. It's the same code but instead of producing rift tiles from a sinusoidal line, it uses the last plot as base, and the next plot is decided upon my conditions. Rift shapes are different in every iteration, sometimes they look natural, sometimes they don't, but they are almost never too stretchy. I just copied the same code to a new fuction where I replaced X for Y, and now it throws a wandering line that ends up in the same latitude as it starts almost always. If you generate a map with two oceans, it is guaranteed to have a circumnavegable path. This path looks natural, at least in standard size, it's not like a human made canal and only breaks continents when it's absolutely necessary. I'm quite proud of it, if you ask me. And tired.
It still has work to do. I want to increase the 'looseness' in the middle of the map, and remove part of the arctic oceans so arctic locations don't start always with a coast. I want to test it in smaller maps too.
When I'm done, I'll look into the mountains, as I'm not seeing good chains.
I think the next release is different enough from the original to merit its own name, so I will publish it in the map scripts section.
Sorry about pics. I have two methods for these pics, and none is satisfactory. I can start a game with IGE and show pieces of a map without fog but unlighted (I don't have units in the zone, so all units are hidden and the map is darker), as the ones I posted before. Or I can make a screenshot of WorldBuilder, where the whole world can be seen in strategic view, but the resolution is very poor and things like rivers and resources are not noticeable. If you know a way to produce lighted maps with resources, let me know.
Thanks!In Debug Mode you can reveal everything lighted including late game ressources by pressing ctrl+z.
On a side note I noticed that there isn't a single atoll using this map script.
You have to activate Debug Mode first. Open config.ini located in Documents\My Games\Sid Meier's Civilization 5\ and locate the line that says DebugPanel = 0 and change the 0 to a 1 then save the file. After restarting the game with Debug enabled, you can press Control + Z to reveal the entire map. This process will also automatically introduce your Civ to all City States and other Civilizations.Thanks!
It's on FireTurner, right?
Will look at atolls. I may turn some ocean tiles back to coast, now that I did reduce coast frequency inside the rift strip.
Will look at atolls. I may turn some ocean tiles back to coast, now that I did reduce coast frequency inside the rift strip.
Yes, it's there. The only time an atoll is created is just inside the GenerateIsles() function that is faulty of the massive island generation. Will try to bring it back without the isles.Maybe check that duplicate island generation script.
[GraphicsDetailSettings]
NumberContinents =