Opera
Deity
- Joined
- Sep 21, 2008
- Messages
- 4,643
So, following a discussion in the Troll's Cave thread, I decided to work a bit the custom map scripts because some features (Kelp, Haunted Lands and Crystal Plains) weren't spawning.
Here is the list of map scripts I plan to modify:
-PerfectWorld 1
-PerfectWorld 2; I'm holding up on those two because PW starting plots aren't adapted to FFH to my taste and also because I don't want to keep the promise to update them to Orbis;
- Erebus (called Orbis); version 120809
- ErebusContinent (called OrbisContinent); version 120809
Feel free to post requests. I'll feel free to refuse if I want to
PROGRESS
DEVELOPMENT NOTES
DOWNLOAD
Just click on the links above, in the script list, or click on the links below, in the attachments panel
INSTALLATION
Extract the content of the zip(s) in your Orbis/PrivateMaps/ folder.
Here is the list of map scripts I plan to modify:
-
-
- Erebus (called Orbis); version 120809
- ErebusContinent (called OrbisContinent); version 120809
Feel free to post requests. I'll feel free to refuse if I want to
PROGRESS
12/08/09
I converted ErebusContinent to Orbis features. I renamed Erebus to Orbis and ErebusContinent to OrbisContinent. I changed Erebus so that Crystal Plains are placed last, thus meaning they won't get overwritten by forests. I dedicate this update to [to_xp]Gekko
24/07/09
Creation.py removed because it's just an outdated version of Erebus.py
23/05/09
I did the Creation.py and Erebus.py mapscripts and uploaded them. I'm working on PerfectWorld 2... it's a bit difficult to manipulate the rainfall and temperature factors, though.
DEVELOPMENT NOTES
Crystal Plains
I tried a "plains" effect for this feature. What I mean is that I tried to make it so it would spread across large surface of plains when possible. Each snow/tundra/river/crystal plains in the surrounding plots will increase the chance of a snow plot to gain a crystal plain. It won't be found anything but flatlands.
Kelp
For now, Kelp will appear 25% of the time on coast only. It can appear on resources (Fish+Kelp+FishingBoat+Lighthouse+Lanun? 10 food I think!) but it would be easy to not allow it to.
Haunted Lands
I tried something too here. With FlavourMod, there is a chance that City Ruins appear in chokepoints. If there is a City Ruins, there would be a Haunted Land on it and the chance of having some other in the surrounding plots are of 33% (against 2% for normal plot). I like the feeling of "haunted area". In fact, I would like to see Haunted Lands spread...
DOWNLOAD
Just click on the links above, in the script list, or click on the links below, in the attachments panel
INSTALLATION
Extract the content of the zip(s) in your Orbis/PrivateMaps/ folder.