PerfectWorld3

How does your use of different tilesets on the same actual continent affect the Conquistador (which can found cities on continents other than Spain's capital)?
 
I love the map script...the only thing is that I'm never really thrilled with the continent shape. It seems like I never get bulky continents akin to say Europe/Asia, instead the map script seems to like to generate longer continents then tall ones. Also, you might want to do something about this:

Spoiler :
donghai.jpg


Look at the mini-map...just sayin'. :rolleyes:
 
It's the same as with the cIV version: thin continents directed other than N-S (especially diagonally) look weird compared with Earth.
 
They do tend to be a bit snakey sometimes instead of blobby, which is less realistic but I think actually more fun, so I don't mind at all. Gameplay should always trump realism.

One modification I've made to my map, which I highly recommend, is to copy the data from the variables that prevent land along the top and bottom of the map into the variables for the left and right sides of the map. It really helps prevent continents from sprawling the edges which is annoying and causes graphical glitches. The map seems more or less the same otherwise.
 
I love the map script...the only thing is that I'm never really thrilled with the continent shape. It seems like I never get bulky continents akin to say Europe/Asia, instead the map script seems to like to generate longer continents then tall ones. Also, you might want to do something about this:

Actually, you can adjust this. There's a variable that I use to reconcile a 2D Perlin map to a hex map to avoid distortion. My comments say that you shouldn't change this, but if you do, you will squish or stretch the map in the Y direction.
 
Actually, you can adjust this. There's a variable that I use to reconcile a 2D Perlin map to a hex map to avoid distortion. My comments say that you shouldn't change this, but if you do, you will squish or stretch the map in the Y direction.

But wouldn't that make the groupings of grassland/plains/desert tiles taller as well? For instance, the non-desert rim you tend to find around continents would widen out when it becomes horizontal and thinner when it goes vertical-ish.
 
But wouldn't that make the groupings of grassland/plains/desert tiles taller as well? For instance, the non-desert rim you tend to find around continents would widen out when it becomes horizontal and thinner when it goes vertical-ish.

No, actually this variable only deals with the initial heightmap. It exists so that the noise fields I'm using do not appear squished. On a hex map oriented in this way, the distance between units in the y direction is shorter than in the x direction, so compensation is needed to translate from a regular 2D grid.

After the hex heightmap is created, everything else builds upon that.
 
Great Map Script ! :goodjob: Resources & Natural Wonders are placed quite well & I like the gradual change in terrain. I've 2 problems with the script though. Firstly it doesn't create some proper empty continents (A new World) of which civs like Spain & England can take advantage of (even if you set it to start on largest continent). Secondly there are just too many mountain ranges which is quite annoying sometimes.
 
Overall I like the maps I have seen and played on. I feel like they are way better then the ones the game makes itself.
 
I see all of the replies posted about lua and modding. but i remember from civilization 3, there was a simple program accomapnying the Game called the CivEditor. In it you were allowed to edit a whole hose of terrain variables. So it was ideal for those of us die hard Civ fanatics who may not necessarily understand a thing about modding. Is there a simple, easy to use program like that for Civ5? I want to build a "cheat" world, where its mostly good terrain, with spots of bad (desert, floodplain, mountain, etc.) Also, i would also change the resource appearance conditions, so that all resources could show up on that best of all Civ3 terrains, grassland (with the shield, giving it that production bonus, as grassland doesnt naturally have any production benefits, just food.) Is there a way to do that in Civ5? Or has someone created it?
 
First of all, I need to express how much I love the PerfectWorld map scripts. They make the most beautiful and natural looking maps I've ever seen and I think they look even better in CivV.

After having played Vanilla CivV to death, I am trying out Call to Power mod and wonder if PW3 will correctly assign the new resources appropriate to the terrain. I don't want new and crazy Alligators showing up on Tundra. After a few test runs, I saw some resources assigned...I even had one map generated where I had no resources immediately visible.

Thank you for all your hard work!!! I really appreciate it and my girlfriend (another civ fanatic) does too!
 
I hadn't found this in my CIV4 play so many thanks for all your work on this.

I only play AI and always forced separate continent starts using Planet Generator. Is there any quick editing to do this in the PW script or would that take a whole new module?
 
I hadn't found this in my CIV4 play so many thanks for all your work on this.

I only play AI and always forced separate continent starts using Planet Generator. Is there any quick editing to do this in the PW script or would that take a whole new module?

Yeah, that would be a big job unfortunately. This script actually uses the default starting code, which doesn't have an option of one per continent, and even if it did, the method of generation I'm using is completely unpredictable in terms of number of continents. You would basically need a new script from the ground up.
 
Thanks for the quick reply.

Looks like I'll have to resort to the editor after I generate a game then. Hate to lose the surprise of the world but more often than not I'm always neighbors on the same cont and I'm just learning CIV5 and wanted some more learning room.

Cheers
 
@sparkuss: no need for the editor, just lower the AI player number to 2 or 3 in 'Advanced setup' --> you will most likely be alone on a continent then (I've never seen the script produce fewer than two continents). Even if you are together on a continent, chances are it will be quite awhile before you encounter your neighbor.
 
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