PerfectWorld3

This discussion is still going? Huh.

I'm going to be honest, I'm dissapointed that this map script that was written early on in vanilla is still the pinnacle of map scripts in Civ 5; I'd expected to see at the very least an optimized version by now that doesn't take a year to load a standard map (hyperbole).
 
I use this script in MP all the time. All I had to do is flip the enable MP flag to true. The only problem we have is when we first start, the game will restart after turn 1 and any players > player 1 will find themselves in another spot on the map.

Legendary start is an option.

That is what happens if you don't apply the fixes to the random number generator that were posted in ~January of this year. I believe the random number generator is going out of sync when that happens.
 
That is what happens if you don't apply the fixes to the random number generator that were posted in ~January of this year. I believe the random number generator is going out of sync when that happens.
The base RNG grabs it's number off of your computer's clock - in multiplayer, this means you both pull your own clocks and end up with two different maps. It had some other issues, so replacing it with a straight up random number is a must.
 
Bobert, you couldn't possibly upload a map script of perfect world with your changes applied to it for those of us less technically able? I've had a look around at the lua file on notepad, but ended up a wee bit confused resulting in some corrupted files...

Thanks if you can, if not don't worry, I'll probably be able to figure out exactly where to put it in the end!

+1

i tired to apply your fixes numerous times but corrupting the files every time.
 
I've been having an issue where the AI refuses to settle the new world in this map script. I went all the way to the Atomic era twice and the AI never once settled on anything other than the main continent. Ideas?
 
I've been having an issue where the AI refuses to settle the new world in this map script. I went all the way to the Atomic era twice and the AI never once settled on anything other than the main continent. Ideas?

What difficulty do you play on? I find on Prince and lower the AI refuses to settle on different continents than their starting one.
 
I'm pretty new to CiV, got it in the Steam Summer Sale. Are there any updates/fixes to this mod that I need to apply myself?
 
I'm pretty new to CiV, got it in the Steam Summer Sale. Are there any updates/fixes to this mod that I need to apply myself?

It works just fine, only a few quirks in the climate generation that you can apply fixes for if you are bothered by them :)
 
I've been having an issue where the AI refuses to settle the new world in this map script. I went all the way to the Atomic era twice and the AI never once settled on anything other than the main continent. Ideas?

I found that the AI won't settle in the new world if there are too many barbs there. Having a game at the moment where they are only settling areas where I've cleared barbs (since I have cities settled in those areas anyway)
 
I found that the AI won't settle in the new world if there are too many barbs there. Having a game at the moment where they are only settling areas where I've cleared barbs (since I have cities settled in those areas anyway)

I suspect that the issue is not that the AI won't settle where there are barbs, but that the solo settlers the AI loves to spam get consumed immediately by the barbs. Look at the barb camps: they are probably chock full of captured settlers.

If someone ever sets up a mod that makes the AI escort settlers, or somehow gives settlers a significant defensive bonus, then this could be resolved pretty much, IMO.
 
I suspect that the issue is not that the AI won't settle where there are barbs, but that the solo settlers the AI loves to spam get consumed immediately by the barbs. Look at the barb camps: they are probably chock full of captured settlers.

If someone ever sets up a mod that makes the AI escort settlers, or somehow gives settlers a significant defensive bonus, then this could be resolved pretty much, IMO.

Nah, the barb camps in the new world rarely if ever have settlers there. What tends to happen is that there's usually about 10 or so barb units near any potential landing spot. It might alternatively be something relating to AI sending units across oceans though.
 
Erm, so -- I don't suppose anyone is still lurking around this thread and has a file which incoroprates all of Bobert's tweaks/fixes, do they? I have very limited working knowledge of lua, and am a little hesitant to make the changes myself. :<
 
Erm, so -- I don't suppose anyone is still lurking around this thread and has a file which incoroprates all of Bobert's tweaks/fixes, do they? I have very limited working knowledge of lua, and am a little hesitant to make the changes myself. :<

I can share a copy of my current working file. All of bobert13's recent suggestions are included. Those are (from memory) : Fix for map seam anomalies; Adjustments for equatorial banding; Alternative randseed (no os.clock); Additional code to keep mountain tiles surrounded by hills. MP flag is also set, but I haven't tried it in multi-player.

I've also been playing with mapconstants and those changes are in this file. However, I've inserted comments with all of cephalo's default values for v4. So if you don't like something, have a look in mapconstants (top of the file) and reset those to default. (sorry I don't have a cleaner copy on hand). You'll likely want to experiment there anyway, as maps are a bit different with hills clustered around mountains. Personally, I like a little more contiguous flat terrain surrounding those clusters, so that's what I was going for.

In any case, bobert13's fixes and suggestions all seem to be working as he described. Full credit to him for taking the time to help improve our favorite script :)
 

Attachments

I can share a copy of my current working file. All of bobert13's recent suggestions are included. Those are (from memory) : Fix for map seam anomalies; Adjustments for equatorial banding; Alternative randseed (no os.clock); Additional code to keep mountain tiles surrounded by hills. MP flag is also set, but I haven't tried it in multi-player.

I've also been playing with mapconstants and those changes are in this file. However, I've inserted comments with all of cephalo's default values for v4. So if you don't like something, have a look in mapconstants (top of the file) and reset those to default. (sorry I don't have a cleaner copy on hand). You'll likely want to experiment there anyway, as maps are a bit different with hills clustered around mountains. Personally, I like a little more contiguous flat terrain surrounding those clusters, so that's what I was going for.

In any case, bobert13's fixes and suggestions all seem to be working as he described. Full credit to him for taking the time to help improve our favorite script :)


thank you.
 
These maps are beautiful. I hate that our current choices for maps are either all land, or all ocean tiny little islands. small continents is the best I've found and it still does really funky things.

I hope this map can be used for multiplayer at some point since that's what I play most, but kudos and thank you very much for a wonderful map script.

*edit it looks like someone did fix it to work with multiplayer a couple posts above me. I am clueless to custom scripts like this, how do I install it/ where do I drop the file?
 
These maps are beautiful. I hate that our current choices for maps are either all land, or all ocean tiny little islands. small continents is the best I've found and it still does really funky things.

I hope this map can be used for multiplayer at some point since that's what I play most, but kudos and thank you very much for a wonderful map script.

*edit it looks like someone did fix it to work with multiplayer a couple posts above me. I am clueless to custom scripts like this, how do I install it/ where do I drop the file?

There needs to be a map with island/continent mix starts.
 
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