PerfectWorld3

Just started game with the new patch (4/28). That stupid bug that makes illusionary mountains and such at the map seam (where you cross from one side to the other) is still there. I know this is not your bug, cephalo, but it doesn't seem like they are going to ever fix this. We really need a modmod that throws meteors at the map seam until there is no land near it.
 
Thank you, Cephalo! This is a great map script!

I have used the World Builder to generate a few test maps, and I greatly prefer setting the riverRainCheatFactor to 1.0. I enjoy seeing Mountains and Deserts act as natural barriers to expansion.

There were a few problems with this, however. Oases and wheat would pop up everywhere in dry deserts. A few oases are fine (I personally don't like the feature in any version of the game.) But they were popping up literally everywhere in the bigger deserts, the only rule was that they couldn't be adjacent. This seemed to encourage wheat being placed in the desert as well, which I found odd. I fixed this by simply removing the placement of Oases altogether, which is a simple fix (I just commented out the relevant line of code). However, I am sure that this affects your original map script with riverRainCheatFactor set to 1.6, it's just masked because there are so many floodplains. I was wondering if it was your intention to have this effect or not.

Regardless, it's a minor issue and a great script. I love the landmasses that result.
 
I've tried it with History in the Making II. The map looks great it is umplayable though. Because there are only two wheat ressources on the entire map and nothing else. So basically no ressources.
 
Thank you, Cephalo! This is a great map script!

I have used the World Builder to generate a few test maps, and I greatly prefer setting the riverRainCheatFactor to 1.0. I enjoy seeing Mountains and Deserts act as natural barriers to expansion.

There were a few problems with this, however. Oases and wheat would pop up everywhere in dry deserts. A few oases are fine (I personally don't like the feature in any version of the game.) But they were popping up literally everywhere in the bigger deserts, the only rule was that they couldn't be adjacent. This seemed to encourage wheat being placed in the desert as well, which I found odd. I fixed this by simply removing the placement of Oases altogether, which is a simple fix (I just commented out the relevant line of code). However, I am sure that this affects your original map script with riverRainCheatFactor set to 1.6, it's just masked because there are so many floodplains. I was wondering if it was your intention to have this effect or not.

Regardless, it's a minor issue and a great script. I love the landmasses that result.

I think that because I have so many rivers in deserts by default, I must have felt that I needed an oasis at every opportunity. I don't think I thought ahead in this regard, but I don't really remember now.:think: There are no variable controls for Oases?
 
I took a closer look at your code, and it actually explains exactly what I saw on the map. It checks its own tile first, and if it is not mountainous, hills, and is a desert, it then checks every adjacent tile. If they are all Desert and have "No Feature", then it spawns an oasis in the original tile. This explains why they never popped up in smaller deserts (no desert tile surrounded completely by desert) as well as why larger deserts had a lot of them. I still haven't found out why wheat spawns next to oases, though. I don't believe that your code places any resources, so that's probably a problem with the base game.
 
Has anyone tried this script with the patch yet? Since it leaves the resource placement at default, stone should appear without any modifications, right?

edit: Tried it last night and it seems to work. Stone is pretty rare though.
 
So I love most of the stuff regarding this script. The one problem I'm having with it is that the continents tend not to differentiate very much - I've had it generate large maps with a single continent that stretches all the way around the globe, with a one tile gap connecting the northern and southern oceans and that's it. Is there any easy change I could make that would cause it to tend to generate more gaps in continents/smaller continents/limit the size of a single continent?
 
So I love most of the stuff regarding this script. The one problem I'm having with it is that the continents tend not to differentiate very much - I've had it generate large maps with a single continent that stretches all the way around the globe, with a one tile gap connecting the northern and southern oceans and that's it. Is there any easy change I could make that would cause it to tend to generate more gaps in continents/smaller continents/limit the size of a single continent?

That is also my experience. But I really love the geographical variation it creates.
 
So I love most of the stuff regarding this script. The one problem I'm having with it is that the continents tend not to differentiate very much - I've had it generate large maps with a single continent that stretches all the way around the globe, with a one tile gap connecting the northern and southern oceans and that's it. Is there any easy change I could make that would cause it to tend to generate more gaps in continents/smaller continents/limit the size of a single continent?

If you open up the script you'll see many options, and you should be able to get what you're after. However, Its been too long since I looked at it for me to tell you exactly how! :lol:
 
Actualy - I did some variants of PW script for my use.

I attached them to this post.

Those are:

PW Flat Continents - main changes from oryginal PW:
-- unpredictable number of continents
-- large flat spaces (less trees and hills than oryginal PW, smaller tropical area)
-- ocean on south and east-west link

PW Flat Pangaea:
-- +35% space for expansion
-- high probability for one continent
-- large flat spaces (less trees and hills than oryginal PW, smaller tropical area)
-- high probability for some internal seas
-- ocean on south and east-west link
-- recomended "Start on largest continent"

PW Flat Archipelago:
-- -30% space for expansion
-- chains of islands BUT some bigger continents (and you may start with other civilizations)
-- some flat spaces (less trees and hills than oryginal PW, smaller tropical area)
-- ocean on east-west link
 

Attachments

Great script!

I am getting a little frustrated though, I HATE Desert, hate it with a passion, and in the last 20 games, i keep starting by big deserts. How do i go about editing the script to reduce the amount of deserts it makes?

Thanks!
 
About editing script:
- right click on script file -> open with notepad
- look at the numbers and words :P First part of code is easy to understand and very good described (you can very easy change number of land, hills, mountains, forests etc.)
 
Oh, awesome - perfectworld was the only way I could stand playing 4 after dealing with the totally random map generator.

I have one small problem; I am looking to play multiplayer with some buddies. Will this script work at all, or is there work yet to be done on it?
 
Oh, awesome - perfectworld was the only way I could stand playing 4 after dealing with the totally random map generator.

I have one small problem; I am looking to play multiplayer with some buddies. Will this script work at all, or is there work yet to be done on it?

Argh, I haven't updated it yet, but there is an easy fix for that here if you don't mind editing the lua. I should really put that in but I've been busy....busy playing games har har har. Ah I'll try to get it next week.
 
Excellent. I'll look into editing it manually for now; I've got some guys waiting to try the map right now, in fact.

This game's lack of multiplayer support has me rather frustrated in many aspects - I enjoy playing with others so much that the single player game has almost lost it's allure. I tried making a custom map for us to play on only to find after spending hours on it that I couldn't play it multiplayer.

[EDIT]: All right, one other problem... how in the world do I get the script to show up in multiplayer games?

[EDIT2]: Ah, nvm. I just had to wrestle with the program a bit to make it work. Just got about 80ish turns into a game with one other guy; the both of us play quite often without issue, decent machines makes all the difference I imagine. In any event, the script worked great and we were both very pleased with the maps it is giving us. That being said, I could probably think of a few map options the script could use for a multiplayer game, and I wanted to ask how the 'start on largest continent' would effect multiple players - would we all be on the largest continent, or just the host?
 
That works for me, but my buddy likes to be isolated. Ah, well.

One thing I have noticed is that while the rainfall seems to be working great, the landmasses generated aren't what I expected; in the Civ 4 version, you would get decent regions of land separated by mountain ranges. In this version, I'm seeing a lot of 'hawaii' type landmasses, where there is a central mountain range and some surrounding tiles; I keep seeing big 'bowl' shaped lakes cutting out those sections that would make said regions.
 
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