cephalo
Deity
So far I have been unable to finish a game of Civ 6. I keep getting a bug that crashes the game when you conquer a city late game. When I have a few games under my belt, I'll see what I can do.
So far I have been unable to finish a game of Civ 6. I keep getting a bug that crashes the game when you conquer a city late game. When I have a few games under my belt, I'll see what I can do.
You're not going to be that luckyAlso, it's possible that Civ 6 will have a really good map generator and maybe I won't need to do anything.
We've lost the ability to customize map options within the map script alone and you need your map script plus updates to two different tables just to get a custom map script into the game.
Yeah, I'm still hanging around. Things are different now though, you're a dad and I'm a grandpa... um, by coincidence before anybody thinks we're relatedHi Seven05! Lonnng time. Can you go in to more detail here? Does this mean that map scripts will collide with one another if each author has to change these tables?
<?xml version="1.0" encoding="utf-8"?>
<GameInfo>
<Maps>
<Row File="SmallContinents.lua" Name="Small Continents" Description="Small Continents" SortIndex="5"/>
</Maps>
<Parameters>
<Row Key1="Map" Key2="SmallContinents.lua" ParameterId="WorldAge" Name="LOC_MAP_WORLD_AGE_NAME" Description="LOC_MAP_WORLD_AGE_DESCRIPTION" Domain="WorldAge" DefaultValue="2" ConfigurationGroup="Map" ConfigurationId="world_age" GroupId="MapOptions" Hash="0" SortIndex="230"/>
<Row Key1="Map" Key2="SmallContinents.lua" ParameterId="Temperature" Name="LOC_MAP_TEMPERATURE_NAME" Description="LOC_MAP_TEMPERATURE_DESCRIPTION" Domain="Temperature" DefaultValue="2" ConfigurationGroup="Map" ConfigurationId="temperature" GroupId="MapOptions" Hash="0" SortIndex="240"/>
<Row Key1="Map" Key2="SmallContinents.lua" ParameterId="Rainfall" Name="LOC_MAP_RAINFALL_NAME" Description="LOC_MAP_RAINFALL_DESCRIPTION" Domain="Rainfall" DefaultValue="2" ConfigurationGroup="Map" ConfigurationId="rainfall" GroupId="MapOptions" Hash="0" SortIndex="250"/>
<Row Key1="Map" Key2="SmallContinents.lua" ParameterId="SeaLevel" Name="LOC_MAP_SEA_LEVEL_NAME" Description="LOC_MAP_SEA_LEVEL_LOW_DESCRIPTION" Domain="SeaLevel" DefaultValue="2" ConfigurationGroup="Map" ConfigurationId="sea_level" GroupId="MapOptions" Hash="0" SortIndex="260"/>
<Row Key1="Map" Key2="SmallContinents.lua" ParameterId="Resources" Name="LOC_MAP_RESOURCES_NAME" Description="LOC_MAP_RESOURCES_DESCRIPTION" Domain="Resources" DefaultValue="2" ConfigurationGroup="Map" ConfigurationId="resources" GroupId="MapOptions" Hash="0" SortIndex="270"/>
<Row Key1="Map" Key2="SmallContinents.lua" ParameterId="StartPosition" Name="LOC_MAP_START_POSITION_NAME" Description="LOC_MAP_START_POSITION_DESCRIPTION" Domain="StartPosition" DefaultValue="2" ConfigurationGroup="Map" ConfigurationId="start" GroupId="MapOptions" Hash="0" SortIndex="280"/>
</Parameters>
</GameInfo>
local sea_level = MapConfiguration.GetValue("sea_level");
<DomainValues>
<Row Domain="ResourcesPlacement" Value="PLACEMENT_DEFAULT" Name="LOC_MAP_RESOURCES_PLACEMENT_DEFAULT_NAME" Description="LOC_MAP_RESOURCES_PLACEMENT_DEFAULT_DESCRIPTION" SortIndex="10"/>
<Row Domain="ResourcesPlacement" Value="PLACEMENT_IMPORT" Name="LOC_MAP_RESOURCES_PLACEMENT_IMPORT_NAME" Description="LOC_MAP_RESOURCES_PLACEMENT_IMPORT_DESCRIPTION" SortIndex="20"/>
<Row Domain="FeaturesPlacement" Value="PLACEMENT_DEFAULT" Name="LOC_MAP_FEATURES_PLACEMENT_DEFAULT_NAME" Description="LOC_MAP_FEATURES_PLACEMENT_DEFAULT_DESCRIPTION" SortIndex="10"/>
<Row Domain="FeaturesPlacement" Value="PLACEMENT_IMPORT" Name="LOC_MAP_FEATURES_PLACEMENT_IMPORT_NAME" Description="LOC_MAP_FEATURES_PLACEMENT_IMPORT_DESCRIPTION" SortIndex="20"/>
<Row Domain="CivilizationPlacement" Value="PLACEMENT_DEFAULT" Name="LOC_MAP_CIVILIZATIONS_PLACEMENT_DEFAULT_NAME" Description="LOC_MAP_CIVILIZATIONS_PLACEMENT_DEFAULT_DESCRIPTION" SortIndex="10"/>
<Row Domain="CivilizationPlacement" Value="PLACEMENT_TSL" Name="LOC_MAP_CIVILIZATIONS_PLACEMENT_TSL_NAME" Description="LOC_MAP_CIVILIZATIONS_PLACEMENT_TSL_DESCRIPTION" SortIndex="20"/>
<Row Domain="CulturallyLinkedStart" Value="PLACEMENT_DEFAULT" Name="LOC_MAP_LINKED_PLACEMENT_DEFAULT_NAME" Description="LOC_MAP_LINKED_PLACEMENT_DEFAULT_DESCRIPTION" SortIndex="10"/>
<Row Domain="CulturallyLinkedStart" Value="PLACEMENT_ETHNIC" Name="LOC_MAP_LINKED_PLACEMENT_ETHNIC_NAME" Description="LOC_MAP_LINKED_PLACEMENT_ETHNIC_DESCRIPTION" SortIndex="20"/>
</DomainValues>
<ParameterDependencies>
<Row ParameterId="Resources" ConfigurationGroup="Map" ConfigurationId="ResourcesPlacement" Operator="NotEquals" ConfigurationValue="PLACEMENT_IMPORT"/>
<Row ParameterId="Rainfall" ConfigurationGroup="Map" ConfigurationId="FeaturesPlacement" Operator="NotEquals" ConfigurationValue="PLACEMENT_IMPORT"/>
<!--
<Row ParameterId="CulturallyLinkedStart" ConfigurationGroup="Map" ConfigurationId="CivilizationPlacement" Operator="Equals" ConfigurationValue="PLACEMENT_DEFAULT"/>
-->
<Row ParameterId="CulturallyLinkedStart" ConfigurationGroup="Map" ConfigurationId="CivilizationPlacement" Operator="NotEquals" ConfigurationValue="PLACEMENT_TSL"/>
<Row ParameterId="MapSize" ConfigurationGroup="Map" ConfigurationId="HideSize" Operator="NotEquals" ConfigurationValue="1"/>
<Row ParameterId="ResourcesExclusion" ConfigurationGroup="Map" ConfigurationId="ResourcesPlacement" Operator="Equals" ConfigurationValue="PLACEMENT_DEFAULT"/>
<Row ParameterId="RealDeposits" ConfigurationGroup="Map" ConfigurationId="ResourcesPlacement" Operator="Equals" ConfigurationValue="PLACEMENT_DEFAULT"/>
</ParameterDependencies>
An update would be nice, any news?Hi, I'm trying to tweak the settings so I can play more interesting games with Vox Populi.
So far, I've achieved longer rivers, fewer hills, deserts and grassland.
What I'm finding too difficult is to have some nice lakes (6-8 tiles), and some ocean rifts (2-3 tiles wide in standard). Any help?
I had some luck making wider rifts with planet simulator, but yet no luck with lakes.An update would be nice, any news?
I have been playing Frostpunk lately and inspired to use "ice age" map script in Civ5, but it's vanilla. I want a perfectworld3 version of futuristic ice age.I had some luck making wider rifts with planet simulator, but yet no luck with lakes.
This should be easy. Look for temperatures in the code and raise them for tundra.I have been playing Frostpunk lately and inspired to use "ice age" map script in Civ5, but it's vanilla. I want a perfectworld3 version of futuristic ice age.
Cephalo... Im a big fan of your mod PW3. I am trying to use it to for random maps in sdk... is it possible to do that?Generally, high frequency leads to smaller continents, and low frequency will make larger continents. I don't remember what twisVar does. Try raising twistMinFreq to 0.1 and twistMaxFreq to 0.15
EDIT: I'm sorry, I mean do the opposite of what I suggested. Maybe min = 0.01 and max = 0.07. It's all so complicated, I can't even manage it myself...