cephalo
Deity
So in preparation for tomorrow, I found that in Expansion2_NamedPlaces.xml there are 259 river names. In most cases, it's more than I need even on huge map size. Good to know
It is probably best to avoid forcing river names during map generation. Naming is normally added ingame according to which civ discovers the rivers first. The same goes for Deserts, Volcanoes and Mountains (which are all also in the Expansion2_NamedPlaces.xml file).So in preparation for tomorrow, I found that in Expansion2_NamedPlaces.xml there are 259 river names. In most cases, it's more than I need even on huge map size. Good to know
YnAMP set 315 river IDs for the Giant Earth, no related crashes.So in preparation for tomorrow, I found that in Expansion2_NamedPlaces.xml there are 259 river names. In most cases, it's more than I need even on huge map size. Good to know
Blegh! I finally found the cause of the crash. I did that allll day. My back is killing me and I wanna puke!
So, there's a function called ApplyTerrain, where you combine plot types with terrain types that basically turns flat terrain into mountains and hills. I was doing a lot complicated stuff and I decided to do it twice just for good measure, but if you add the mountain delta to a mountain, you basically go into undefined territory. I was getting these funky lakes that I didn't add, that I believe were also messing up the river system graphics that I complained about earlier.
bedtime.
EDIT: This was also confusing my thinking about the river system a great deal, so I don't know if there are any consequences of having too many rivers etc. I will work on that tomorrow.
YnAMP set 315 river IDs for the Giant Earth, no related crashes.
By the way how is the game? Has anyone had a chance to play?
I wonder if I can test if g_FEATURE_VOLCANO ~= nil and then do a couple of GS things. All the other stuff so far should be good. That's what I did with reefs.
EDIT: By the way how is the game? Has anyone had a chance to play?
Can someone point me in the direction of how to enable flooding on custom maps (via world builder). I've drawn the connection to the lack of named rivers in said custom maps, even standard firaxis generated maps without any alterations have this issue when played as a custom map. I'm also wondering, Cephalo, if the code you've created for this mod is applied to custom maps as a whole (as it pertains to flooding, not too concerned with river names, just as long as they flood, although I suspect these are connected issues). Really hope Firaxis figures this out in a patch or something, kind of surprised they didn't anticipate this or bother to even check to see if one of their most advertised features could work with world builder, not to mention all the other oversights. I'm hoping perhaps that this is my own ineptitude and there's a perfectly simple solution, I've scoured the forums and this and the YnAMP threads are the only ones addressing it.
Just seen one thing that may concern Perfectworld6, it's the Wonder named 'Le grand bain' (great bath? sorry I'm french) which reduce the effects of disaster for one complete river. Compatible with your management of the rivers?
Ok, I will tell you what I have found. The river naming system is very fragile. Making it work with worldbuilder would be an enormous task that I bet they won't be interested in. To get this to work, I had to place rivers in order, starting at ID zero, until each individual river was complete before moving on to the next river ID. Also, if you come back and place a different river ID on a particular tile you've already placed, it will scramble the whole naming system, so you can't edit things after the fact. When two rivers come together, you have to decide who is the river and who is the tributary, and the junction where they meet must be only the 'river', even if it looks like a river fork. The 'tributary' ends before the fork. It was not a fun thing to have to learn, but the process had dividends in the end as far as river control for map script users.
As for the floodplains, in the map script they are placed with a special function that is not part of the lua interface. The working floodplains that actually flood are not placed by hand. I am placing desert floodplains like the old style just to make desert a bit more useful, but they don't flood. (Some desert floodplains will, so you still have to take precautions.)
Dumb question, so my apologies in advance, when you're placing river ID's are you doing this through firetuner. and if so through what panel?
I haven't messed with floodplains yet so maybe I can take advantage of your testingI am placing desert floodplains like the old style just to make desert a bit more useful, but they don't flood. (Some desert floodplains will, so you still have to take precautions.)