Perfect World 2

Ive been heavily editing Perfect world for some time now .... I think I will call it TasunkeWorld ^_^

By the way ... is there some way to bring the flavor start option from FlavorMod's perfect world version into my version?
 
The main problem I've had with this map is it loves placing me on coasts... with lots of fish. Great if I'm the Lanun, but I rarely am!
 
Nope, in my last game I got an inland sea / large lake and plenty of rivers. What did you change exactly? Maybe the desert-related changes have soemthing to do with it?
 
I use the map nowadays and am pretty fond of it. A think it is nice upgrade of the doubble-blob maps created by the continent map.

If there where some things i would change it would mostly be the harsh treatment of inland that almost always tips towards deserts, in some circumstanses it feels right with rainshadows from mountains and such but sometime it feels like it becomes rainpoor just because it is a few tiles inland and that a taiga/stepp-like environment had bin more appropriate.

To often it also feels like it makes desert rivers into floodplains. My position is that desertrivers should only become floodplains if the latitude is right to harvest the increased sunhours and that the river should have to originate in terrain that produces seasonal mudrich floods that fertilizes the river banks during floods. To me it doesn't seem like all desert rivers fullfill theese requirements.
 
well, I'm currently finding it hard to get a mapscript that fully satisfies my perfectionist nature. perfectworld2 is definitely the script I like better though, so I think I'll be editing it to make it more fitting. this thread seems to have become a nice place for any such discussion, so if you guys come up with something consisently satisfiying with your alchemies, please post it. maybe with a joint effort we can create something that satisfies all of us ;)

btw, if someone finds out how to get the code from ErebusContinent that makes ice clump in the middle of the map in toroidal maps, and how to add it in perfectworld2, that would be awesome. another thing that would be great to add in is the terrain preferences of the various unique features in Erebus/Creation.

Senethro, I saw you posted in the main PW2 thread ;) did you find a way to prevent the land from becoming too dry? you also mentioned a variable that makes continent more likely to sprawl in the x direction instead of y, which variable is that? hopefully we can come up with something nice after a bit of fiddling around with that code :lol:
 
I would not use the script i posted without raising the hills and peaks percentile, Tasunke, though it seems you have began tinkering with the map on your own :)
 
aye ... and there are ways of affecting the starting terrain on the coast. Original gives a coast bonus of 1.3 ... my vesion currently gives coast a flat rate of 1.0
 
Hmm what does that mean, resource-wise or?

Question nr 2: Perfect generates larger-than-usual maps, is that correct? Where would I change that back to normal?
 
I love the overall design of PerfectWorld2. Huge maps, lots of potential.

The only gripe I have with it, is that on Monarch difficulty and higher, all I end up with is being stuck on a coast line that has the most damned awful range of mountains right next to my city. And I mean right next to it, to where I have a possibility of 5 workable tiles, due to mountains and ocean nearby.

I'm constantly making new games, to find a workable area that I don't have to search out with my initial settler.
 
you could try posting in the mapscript's thread, it seems that by playing on higher difficulties you can get worse land.

btw, what should one set peakpercent and hillpercent with a land percentage of 0.66? is it:

0.66/0.29(default) = 2.27

pearkpercent=0.035(default) * 2.27 = 0.079
hillpercent=0.1(default) *2.27 = 0.27

is this right or should I use a different method ??
 
That is what I did for my 45% land version, though the hills have sometimes been spread out in kind of weird ways, leaving vast areas more or less without hills while amassaing at others.
 
yeah, that's what happens here as well. one suggestion, try setting CoastalCityValueBonus to 1.2 , it will allow some civs to start in the middle of the landmass if a nice space is available, instead than all of them on the coast.
 
My only complaints about ErebusContinents is that it starts me on some boring stringy peninsula every single time, facing the rest of the gigantic continents I won't be able to easily access because some arse spawned right at the opening of my peninsula. It's not compatible with Orbis too.

Also my peninsula is going to be inhabitated with nothing but jungle or forest or maybe both.
 
If you play on erebus conts, or simply increase the land and hills of perfect world, you generally tend to get too many trees. But where you dont have trees you get too much desert. I honestly havent tweaked my version of Perfect World 2 in forever, but that was partly because while trying to use the tweaked mapscript in MP I got nearly endless grasslands ... ??? ... but I will get back to it eventually.
 
I've been playing with PerfectWorld for a while, and while I like the landforms I get, the resource distribution, especially with Break Pangaeas on, is totally FUBAR.

As a rule, I've found that there tends to be exactly one grain-food resource type and one livestock-food resource type per continent, and industrial metals tend to be really rare, usually only one or two types to a continent, and more often than not, are buried in the middle of a continent-spanning desert.

I like the concept behind the mapscript, but I'm sick of getting stuck on continents with nothing but wheat and sheep.
 
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