OnmyojiOmn
Prince
- Joined
- Aug 4, 2006
- Messages
- 371
Okay, thanks.
The starting location resources can still be pretty frustrating. I get whales a lot, which should never happen on ancient starts. I had one game where I started on a large continent and two civs each started on their own little island chains. Their starting warrior/scout was placed on the large continent, separated from the settler.
Just aesthetically speaking, large plains areas could have a check to make sure there's some kind of feature or resource placed per x number of contiguous plains tiles. I've had like a third of the world land area bunched up in one gargantuan plain that was nothing but empty plains terrain. Looks pretty weird.
Overall it's a great script and I don't see myself going back to PW2f any time soon.
The starting location resources can still be pretty frustrating. I get whales a lot, which should never happen on ancient starts. I had one game where I started on a large continent and two civs each started on their own little island chains. Their starting warrior/scout was placed on the large continent, separated from the settler.
Just aesthetically speaking, large plains areas could have a check to make sure there's some kind of feature or resource placed per x number of contiguous plains tiles. I've had like a third of the world land area bunched up in one gargantuan plain that was nothing but empty plains terrain. Looks pretty weird.
Overall it's a great script and I don't see myself going back to PW2f any time soon.
I do get resources scattered on the map. Now, PW2 map script gives me great maps. Any ideas what may be causing this for me? The only mods I use are BUG AI and Blue Marble.
Search for the function "def generatePlotTypes()", go down to where it says "if mc.AllowNewWorld", and insert this extra "if" block just before it:
