Orbis-friendly map scripts

'kay, looked into the ErebusContinent code and it does use a balancer, whereby all the starting plots are raised to the level of the best plot, by adding resources. Fair, yes, but gets silly if someone gets a really good plot.

Anyone who wants to take a closer look, the boostCityPlotValue function does the adding of resources. If you'd rather take a look at the plot value calculation, I suggest doing a search for 'totalValue', that should give you all the important places related to that.
 
Yes, you're right... Also, FlavourMod does have a normalization routine on by default removing forests, jungles and adding food bonuses. I guess you would want to turn it off. I know I do.

@AgentTBC: huge work there :lol:
 
hey Opera, is there any difference between your versions of Erebus and Creation? they are the same mapscript after all, just with a different name. what about Tectonics btw, does that work fine as it is or needs tweaks for the new features? it's not a factory map, so I'm not sure if it will behave properly with kelp and the like. it's a very good mapscript btw, similar to perfectworld although not nearly as good, but takes a lot less time to generate and has more options.
 
I thought Erebus and Creation were different. I learned recently that they are the same... :blush:

I'm not sure about Tectonics. You should try it (or I will eventually).
 
didn't you notice when you read the code? :p

the two files you attached here have a slightly different size though, so I guess there might be some difference between your 2 versions, just not sure what.
 
Well, I compared them in WinMerge and they seemed a lot different but then many people told me that these two were in fact the same mapscript... But I don't remember having done the same work for the two... :confused:
 
ok, checked them out right now and I see why they were different. Erebus is version 1.07, Creation is version 1.06, so basically just an outdated version. actually the most up-to-date version is the one in FF 051, which has options for wraps, peak softening and starting plot code that works better with flavourmod. hopefully this is useful information for you, maybe you should take the Creation file down so that no one gets an outdated version of the map ;)
 
[to_xp]Gekko;8297131 said:
ok, checked them out right now and I see why they were different. Erebus is version 1.07, Creation is version 1.06, so basically just an outdated version. actually the most up-to-date version is the one in FF 051, which has options for wraps, peak softening and starting plot code that works better with flavourmod. hopefully this is useful information for you, maybe you should take the Creation file down so that no one gets an outdated version of the map ;)
So you mean the Erebus FF version is more up to date than mine or mine is okay?
 
ah, just checked it and your version of Erebus has those additional options as well, good. the only thing I would change is to set the starting plot code to use Civ4's default method by default ( there's a dropdown option for that, just change the one that's set by default ) , because Erebus' doesn't work well with flavourmod and flavourmod is on by default in Orbis IIRC. aside from that, yours is perfectly fine.
 
How come Erebus doesn't work well with FlavourMod? It's the only script that let me start in desert with the Malakim...
 
I can't remember right now, but I do remember there were some occasional issues and that's why the option got introduced. you should ask Jean Elcard for further details. :D

Erebuscontinent also sets the malakim in desert ;)
 
Anyway, I removed Creation.py from the first post :)

I really should do the other scripts... :crazyeye:
 
ah, I found out the history about that starting plot finder code thingie. it turns out that the reason for that change in the first place is due to the lizard races. they like to start in jungle, but Erebus by default will not have you start in jungle ( it has no problems about setting you in desert or ice however... weird script :lol: ) , so the poor lizards were having trouble starting in favourable positions. since the mazatl are in Orbis I think the issue is still present, however you could copy the code for Mazatl from this version ( http://forums.civfanatics.com/downloads.php?do=file&id=8762 ) and add it yours, which should solve the issue with the lizzies AND allow you to keep using Erebus' starting plot finder with no fear to have the reptiles start in hazardous places :p
 
You forgot a : in your erebus continent update link. Between http and //
 
You forgot a : in your erebus continent update link. Between http and //
Fixed :blush:

[to_xp]Gekko;8358295 said:
ahah, just realized OrbisContinent is dedicated to me ... how flattering :D

not sure about the reason, but gee, thanx :)
Because you asked me, saying you couldn't bear playing Erebus... :D
 
so true. :D well, with 50% peak reduction and Civ4 default starting placement ( to make sure nobody starts in ice or desert which would spell doom on turn 1 ) it's not so bad, but still looks weird. against ErebusContinent it's a no-contest :p
 
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