1. We have added a Gift Upgrades feature that allows you to gift an account upgrade to another member, just in time for the holiday season. You can see the gift option when going to the Account Upgrades screen, or on any user profile screen.
    Dismiss Notice

Sandypelago

Discussion in 'Civ4 - Map Scripts' started by vktj, Aug 24, 2014.

  1. vktj

    vktj Chieftain

    Joined:
    May 6, 2012
    Messages:
    199
    Sandypelago is a quick and dirty modification to the Archipelago map script which comes with Civ4. This script, instead of generating a bunch of islands in an ocean, generates a bunch of areas with arable land in a desert.

    This is geared towards desert-themed mods (since as Legends of Ancient Arabia), but works with other mods for games where people do not want to build a navy, but want to retain a "needle in a haystack" exploration flavor.

    To install, put the script in ${Beyond the Sword}\PublicMaps (or ${Warlords}\PublicMaps or even ${Civ4}\PublicMaps). Note that ${Beyond the Sword} is where BTS is installed (such as c:\Program Files\2K Games\Civilization IV Complete\Beyond the Sword or what not), ${Warlords} is where Warlords is installed, and where ${Civ4} is where vanilla Civ4 is installed. It may also work if ${Beyond the Sword} is ${My Documents}\My Games\Beyond the Sword\PublicMaps (or likewise for
    ${Warlords} and ${Vanilla}).

    To use, keep in mind that lowering the "sea level" increases the size of areas with arable land. I like the map with a low "sea level" and with an "arid" climate.

    This script has only been tested in Warlords using the Legends of Ancient Arabia mod. Your mileage may vary.

    This script is very similar to the sandLand script I posted earlier today, but makes more unpredictable maps that are more dynamic but can be less balanced.

    2017 update: It’s now possible to make maps when “Big arable areas” is selected
     

    Attached Files:

    Last edited: Apr 22, 2017
  2. Mr Feline

    Mr Feline Chieftain

    Joined:
    Dec 28, 2014
    Messages:
    21
    Does the AI settle hopeless desert cities? Or are they good about it?
     
  3. omnimutant

    omnimutant Chieftain

    Joined:
    Aug 7, 2007
    Messages:
    282
    Location:
    Arizona
    That's an awesome idea. Going to give it a whirl today. I been looking for something like this!
     
  4. omnimutant

    omnimutant Chieftain

    Joined:
    Aug 7, 2007
    Messages:
    282
    Location:
    Arizona
    The Option "big arable" areas seems to crash this script.
     
  5. vktj

    vktj Chieftain

    Joined:
    May 6, 2012
    Messages:
    199
    I see that. It goes in to an infinite loop when "big arable" is set. I might get around to trying to fix it some day. In the meantime, simply do not choose "big arable areas" when using this mapscript.
     
  6. vktj

    vktj Chieftain

    Joined:
    May 6, 2012
    Messages:
    199
    I have, two years later, fixed the bug with the map script going in to an infinite loop when “Big arable areas” is set. Not only can the fix be downloaded here, it’s also available at https://github.com/samboy/misc-civ4-mapscripts

    If anyone else has a bug report, feel free to make one. I may even fix the bug in 2019 or so.
     
    Last edited: Apr 22, 2017

Share This Page