LunarMongoose
King
Serious, major, heavy-duty apologies for the delay - Real Life kinda eggsploded on me the last 6 months. (Even though I still don't have a job, it's amazing how busy I've been... sigh.)
I am eggspecting to be able to work on Civ stuff again starting this weekend (and next week at the latest if I'm wrong, which I usually am, lol), and this mapscript update is first on the list.
Btw, thanks for making an update for MM already, Andy; I didn't anticipate that, and it'll make doing the plain BtS version a lot easier. I was gonna do some other things too though, in terms of merging the two files in my download so all the generator options are in one script, and add an option for using the existing "broken" hex-square evaluation even after I apply your fix, since I really like it the way it is.
I am eggspecting to be able to work on Civ stuff again starting this weekend (and next week at the latest if I'm wrong, which I usually am, lol), and this mapscript update is first on the list.
Btw, thanks for making an update for MM already, Andy; I didn't anticipate that, and it'll make doing the plain BtS version a lot easier. I was gonna do some other things too though, in terms of merging the two files in my download so all the generator options are in one script, and add an option for using the existing "broken" hex-square evaluation even after I apply your fix, since I really like it the way it is.

Sorry again for the delays, and thanks for your interest.

Taking into account your info about most of the time being spent in getPlotPotentialValueUncached() however, I'm going to try exposing the DLL's version of this function to Python and calling that instead in the MM Edition. I don't remember if you can run all the DLL's code from mapscript Python, but if it works it should be a lot faster. More importantly it's also a much better version of the function computationally, as it's a lot longer and includes a lot of BetterAI work by Fuyu and others. So it'd be worth using anyway.