PerfectWorld3

As in the Civ4 versions, this script has a bunch of tuning variables that you can play with.
I've been messing with it - I've so far managed to get the landmasses farther away from the ice caps, which has sortof compacted them and prevented the 'snaky continent from north to south pole' thing that agitates me so.

I'm trying to figure out how to get it to generate larger jungle and flood plain desert regions without covering the deserts in hills. Basically, I'd like to see larger 'sections' of one climate variance; as it is I'm just getting mountain ranges surrounded by a few tiles. The map isn't really generating any 'lowlands' type regions; something like India, with that large marshland region that catches the rain before it gets to the middle east or northern asia.
 
If anyone has any variations of the PerfectWorld Map Script cephalo has given me permission to upload a pack of community-made PerfectWorld Maps - So far we have Flat Continents, Flat Pangaea, Flat Archipelago, Continents and Archipelago
 
Hey cephalo, would that 'fix' to the random number generator cause the game to always generate the same exact map by any chance?

I had thought the map editor's inability to spawn different maps was a problem with the editor itself, but I soon found that the script itself seems to be generating the same map every time. very odd...
 
First off, Amazing script, I loved it in single player, and also in HotSeat when it was patched. Anyways, what programs should you use for LUA/Python coding, as well as where are tutorials for map scripting?
 
Hey cephalo, would that 'fix' to the random number generator cause the game to always generate the same exact map by any chance?

I had thought the map editor's inability to spawn different maps was a problem with the editor itself, but I soon found that the script itself seems to be generating the same map every time. very odd...

I'm not sure I understand... If you use the same seed value, yes the map should be the same, otherwise no. Does the map editor have a field for the map seed value?

First off, Amazing script, I loved it in single player, and also in HotSeat when it was patched. Anyways, what programs should you use for LUA/Python coding, as well as where are tutorials for map scripting?

I use the one that comes with LUA. The best(and only) tutorial for map scripting are the maps themselves. Most of them are well commented.
 
I'm not giving the map a seed value. I only modified the script a little; I used the variables that bring the landmass away from the map's borders (all four of them) to avoid 'wrapping' pangaeas and antarctic regions blocking sea travel.

Basically, the script is generating an almost identical map every time. A few features will be changed, but the vast majority of the landmass will be the same every time. I tried this with an unmodified version in multiplayer and got similar results.

[edit]: I noticed you didn't use the 'meteor' thing in this script. is there a reason why?
 
Yeah, after a bit of messing around, I found that the multiplayer 'fix' doesn't work - it isn't generating new maps, just variations of the same one. You got anything else that would work for the random seed?
 
Yeah, after a bit of messing around, I found that the multiplayer 'fix' doesn't work - it isn't generating new maps, just variations of the same one. You got anything else that would work for the random seed?

Check the lua log to see what is printed as the seed for the map. It should be different every time you generate a map. The fix I pointed to may not be complete, but rather an example of what might work. I haven't actually tested it.
 
The printed seed IS different, but the maps aren't. I'm not sure how that works, either. I don't really understand the code; I only write in LISP for AutoCAD. [EDIT]: I was flipping it back to the 'original' seed generator script and noticed something odd; your script is printing the same seed for every map, but it's generating a different map every time. When I change it to the proposed fix, the opposite happens - new seed, same map. That is... odd.

It's a start, though. The script DOES work in multiplayer; this one flaw just needs to be worked out.
 
All right, found a simple fix of sorts. Just replacing the clock time with a basic Map.Rand(99999999, '') seems to get the map to generate.

Of course, there is always the option of just putting a number in manually.

Next problem: how would I go about adding a routine that breaks the single tile 'land bridges' between continents? We're wanting to play on a non Pangaea, and the map keeps linking all of the landmasses together...
 
All right, found a simple fix of sorts. Just replacing the clock time with a basic Map.Rand(99999999, '') seems to get the map to generate.

Of course, there is always the option of just putting a number in manually.

Interesting, that would indicate that the os.time function is returning the same thing every time, probably a nil value. The syntax in the original example may be wrong.


Next problem: how would I go about adding a routine that breaks the single tile 'land bridges' between continents? We're wanting to play on a non Pangaea, and the map keeps linking all of the landmasses together...

That's actually a fairly complicated task assuming you want to keep small peninsulas and such.
 
i love this mod, but why could there not be more controls for continent shape? like small conts, archipeligo, pangea etc?


also, could you make one for the highlands that has highland continents? i love highlands
 
Hi all,

I have a question,

Can we use this map script in Multiplayer as we use Noval invert mirror ? I think we need a only LUA map script ? Because, we can't use mods in MP. To be honest, I did not look into the threat to know if the answer was there.

Thanks in advance,

KLB
 
Hey,

nice mapscript, played unlimited times with it...every time a challenge to get a view on the full map. :goodjob:
 
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