LDiCesare said:
Sirian,
I'd like to create a map script where I tell the rivers where they end (thus start from the sea) and then move up until I find something interesting, like a lake, hill or mountain, or a terrai where the altitude is at its maximum. This would create shorter rivers with much more realistic behaviour...
You can manually place rivers any way you please. You need to give each one its own RiverID number, or it won't work correctly. This is especially true if combining hand-placed rivers with ones generated by the default process.
It may also be necessary (I don't think so, but this is the worst case) for you to determine the path of the river first, working backward, then actually place the river segments working forward. That would be what to try if placing backward doesn't work out correctly.
You probably have everything you need by examining the Mississippi River creation in Great Plains along with the river creations in Oasis. Those are the instances where I generated my own rivers.
Let me also tell you that BY FAR, rivers gave me more headache than anything else involved with map scripting. I think we got things opened enough to make it possible to do just about anything now, though.
I downloaded v2 of Tectonics the other day. I haven't tried it out, but I looked at the code briefly. It does look like a promising alternative to the Civ3 Fractal Generator as a basis for creating terrain.
Plates are a funny thing, though. I don't think all of your assumptions match the real world behavior of plates (for instance, the meeting of two plates in the Indian Ocean, at ground zero for last year's massive tsunami, doesn't seem to be modeled. Or maybe I didn't examine it closely enough). There is also the problem that realistic is usually unbalanced: massive deserts or jungles or plains, almost monochromatic terrain in huge areas. I purposely moved terrain generation away from larger patches of terrain types because it turned out to be quite unintersting to play with city after city with 21 grass plots, for instance.
The "wind" and rainfall looked like a promising element, though. Although, things like hurricanes can defy such models, and yet make a big difference to climate and terrain.
If I get the opportunity, it might be fun to put some work in to experimental models for different ways to generate terrain. One thing that bugs me is that the Continents map type (the basic fractal map) has nothing resembling volcanic islands, archipelago regions, or small irregularities along coasts. I was very happy with the way Pangaea turned out. I really like having a few small islands off the coast now and then, or some snaky peninsulas or various inland seas, which we don't get from the core fractal. Islands and Custom Continents are the closest I came to successfully mixing large and small bodies of land, and I'd like to do more in that direction. Your plate work doesn't seem to generate small landmasses, though. Or does it?
Maybe you could do a sampler similar to what I did for my map reference, so we could see what kinds of lands your script generates? Visuals might help attract more folks to the script, too.
- Sirian