Realistic Earth map + all leader options?

Alright, I tried that out, but the bad news is that it didn't work. :(

I got the attached python pop-up at game start. And I've provided the log files again. Hope this helps. :goodjob:
 

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Eh, didn't work. As usual here's the python pop-up I got at game start, it's different at least, and the logs. :(
 

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Typo in the file :rolleyes:. Tried to call the function "ResortCivs", but the name was "ResortCiv" :rolleyes:. Sometimes the mistakes are just stupid.
Okay, is fixed now and attached again.
Next try, please :).

I know it's pretty late over there in Deutschland right now, but give me about 45 minutes, I'm in the middle of putting the new animals in my mod and checking to see that the animal bonus modcomp NSG came up with is working. I'll do it right after that. I have a good feeling about this one! :goodjob:
 
Sorry it took so long, anyway I have some mixed results. Firstly, it didn't work... completely. I have posted two images (along with the logs as usual), you will notice in the first image that I got a python pop-up message, but if you look in the events section (I put a red arrow and box, so you'll notice it) it says it was reassigning the civs or whatever. In the second image I posted a few of the other players starts compared to mine. You will notice that their units appear to have been moved to a different location (since they are on top of eachother) while mine have the standard starting set-up (i.e. they are NOT on top of eachother), which to me means that my units were not relocated at all.

Anyway, it seems like you're heading in the right direction here. So hopefully you can figure this out soon. :goodjob:
 

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thanks for doing this guys, this is really something that should have been included in the original game. :)
 
Yeah, I have no idea what they were thinking, this is a no-brainer to me. If it isn't in Civ5 they really need to get some "ideas" people over there.
 
Alright, well I tested it out, and I basically had the same thing happen as last time, but with no python errors or anything like that. I'm not entirely sure what that means, but I suppose it means that the code you have in is good, it just isn't telling the game to do exactly what you want it to.

To be more specific; this time there were no python exceptions or pop-ups, there were also no notifications that certain civs were being relocated (i.e. no red messages in the event log/section), like last time both of the other civs' starting units were on teh same tile, these tiles didn't seem to be similar (in that some were grasslands, some were plains, some were hills etc.), my starting location was in northern Africa, and my units were not on the same tile (I had a "normal" start). So I'm not sure what you want to do with that information. Let me know if you need the logs though.
 
I hope, i do not insult you, but could you please check, if you extracted the mod in the right way, and that there's really a folder called "assets" in the "StartingPoints" folder?
Because looking at the logs, i see, that the second python file is not imported, but it should be imported through CvEventManager.py. -> It looks more, if there's no modification at this point, and i can't imagine something else atm :confused::crazyeye:.
 
I hope, i do not insult you, but could you please check, if you extracted the mod in the right way, and that there's really a folder called "assets" in the "StartingPoints" folder?
Because looking at the logs, i see, that the second python file is not imported, but it should be imported through CvEventManager.py. -> It looks more, if there's no modification at this point, and i can't imagine something else atm :confused::crazyeye:.

That's not insulting, why would that be insulting?

Anyway, yes there is an assets folder, and in the assets folder there is a python folder, and in that there is both a CvEventManager.py file and a StartingPointsUtil.py file.
 
That's not insulting, why would that be insulting?

Because it would be an extrem stupid mistake, and for an experienced modder it could feel insulting ;).
Okay, it's not, fine :).

Anyway, yes there is an assets folder, and in the assets folder there is a python folder, and in that there is both a CvEventManager.py file and a StartingPointsUtil.py file.

And you did first start the mod, then the map, right?

:think: no idea, really.
Okay, it's not a long time until friday, i'll test it then myself. I have to find the mistake :mad:.



Additional thoughts:
When (if) this will work, i think, i should add an option to prevent the appearance of too much european civs on the map.
I would add a tag isEuropean to the XML file, and if this option is then activated, the algorithm at the beginning would randomly replace some of the too much existing european civs with non-european civs.
Is this a good idea?
 
Additional thoughts:
When (if) this will work, i think, i should add an option to prevent the appearance of too much european civs on the map.
I would add a tag isEuropean to the XML file, and if this option is then activated, the algorithm at the beginning would randomly replace some of the too much existing european civs with non-european civs.
Is this a good idea?

Well here is why I would say yes and no.

What I ultimately wanted to do with this, at least for my purposes, is package my mod with a bunch of pre-made maps of different sizes. Since my mod is pretty large on the graphics I'd limit the sizes to small, normal and large. I would have a map of the Earth (small, normal and large) a map of Europe (small and normal), a map of the middle east (small and normal) and that Eurasian map that's out there. So I don't know how the isEuropean thing would effect those maps. But if you could have that only for the Earth maps it would be a good idea. The other maps would have limited selections availalbe (for example you couldn't play the Europe map as the Japanese).

Is that even possible?
 
Haven't thought about it, because in normal civ, there are not more than 18 european civs, so a europe map with already placed civs is not a problem.
Thinking about it, it could be done inverse for europe maps, but that would probably need the word "europe" in the map name to detect it, but that should not be a problem.

And like said: It would be a game option ;).
 
Haven't thought about it, because in normal civ, there are not more than 18 european civs, so a europe map with already placed civs is not a problem.
Thinking about it, it could be done inverse for europe maps, but that would probably need the word "europe" in the map name to detect it, but that should not be a problem.

And like said: It would be a game option ;).

Absolutely.

We'll discuss this in private, first let's try and get this to work. :goodjob:
 
:woohoo: i've worked 3,5 h today on it, and it works :woohoo::woohoo::woohoo:.

Spoiler :
attachment.php


I've put the starting points for this map in the xml, just so see, how it works. This here is just an example with a full europe.
The starting positions are not perfect, but you can't place the byzantine capital and the ottoman capital at the same place :sad:. Also not sure about all other starting positions, i did it on the fly without checking an atlas or other sources, but it's just for demonstration :D.

- I've added some checks more, mad the code a bit more performant, etc.
- You'll not see your old starting position after the game start :).
- If the X or Y value for the starting position is -1, the civ will be kicked from the map and will be replaced with another valid civ (at the moment the first one, which comes in CivilizationInfos and is valid).
- If X or Y value for the human player is -1, the whole code will not run. I guess, if someone, for example, starts a europe map with the aztecs, he does not want realistic starting positions.
- In the CvEventManager i've added
PHP:
                        AddPositionsToMap = False
If you set this to True, all plots on the map will get labeled with X and Y positions, so that you can easier see, where a civ should start (this takes at the beginning a good bunch of time, but you'll not do this more often than once for a map).
- I haven't already added the check for too many european civs, but i will. I will make it easy to remove, if somebody does not want it.

One thing: First load the mod, then load the map. Directly loading the map will not work. I have to fix this :/.

Okay, further planings:
What maps should be added? I would want to add a world map of every size, 1-2 euorpe maps, maybe the earth-enlarged-europe map, the eurasian map, which you've suggested...anything else, what could be added? Anybody here willed to help?
I guess, we should ask the map makers first, because it will sure drag some attention away from their threads :/.
When it's finished, i'll open a thread in the maps section, because there you would search for a thread like this.
 
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