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Six Corners

Discussion in 'Civ5 - Map Scripts' started by mapmakingnoob, May 8, 2011.

  1. mapmakingnoob

    mapmakingnoob Chieftain

    Joined:
    May 8, 2011
    Messages:
    4
    I didn't think Civ 5 had a good team map like the four corners in Civ 4 so I decided to make an attempt at making one myself with working team placements. I decided to block off the corners to turn the map into a hexagon to suit the tile shape in civ 5 and then divided it with water or mountains to make six segments.

    I tried to make it balanced but I didn't do a good job of it and there are probably lots of other problems with the script. If there is an interest in the idea I may try to improve it based on suggestions.

    The main point of making this map was to have a team setting that worked like it did in civ4 so the script places teams together in the segments no matter how many segments are left empty 6 teams of 3 will have a team in each segment but 2 teams of 9 will have 4 empty segments and 9 players in 2 segments. If you play without teams it places an even number of players in each segment there should never be a segment with 2 teams more than any other segment when there are no teams. City states are placed with the defulat code so they aren't balanced in anyway that's one of the things I might change if there is any interest.

    along with the standard options I added some other options

    Buffer zones
    Mountains segments are divided by mountains
    Ocean Segments are divided by water
    50/50 Some segments are divided by water and others by mountains

    Centre size
    none with this option selcted there is no land bridge in the middle
    3-5 this is the number of tiles of land in the centre

    an interesting game is mountain buffer zones with no centre it makes war very difficult but not imposible as there is no passive land between the segments

    Climate
    Centre polar edges tropical the centre of the map is artic with it getting warmer farther from the centre
    Centre tropical edges polar the centre is tropical with it gettign colder farther from the centre
     

    Attached Files:

  2. ColBashar

    ColBashar Chieftain

    Joined:
    Nov 3, 2010
    Messages:
    32
    Interesting map. I like the idea, with the central polar climate, of being forced to trudge your armies through wasteland tiles in order to actually get somewhere worth attacking. And even if you do manage to nab some cities in a foreign segment, they can be cut off from your main body if somebody captures the central no-man's-land. I also appreciate that you made a map that changed, for obvious reasons, the dimensional ratio.

    You might consider an option to allow openings in the mountain partitions at the end of the spokes, as well or in lieu of the center. Also, I suspect players keen on this sort of map would be interested in having each segment identical to the next, especially since it sounds like you designed this for multiplayer. You could write a function that would copy the data from one segment and use it to overwrite the others. Just a suggestion.
     
  3. Nefliqus

    Nefliqus Prince

    Joined:
    Sep 16, 2010
    Messages:
    400
    Location:
    Poland
    Nice map, could i make mirror of this map?
     
  4. mapmakingnoob

    mapmakingnoob Chieftain

    Joined:
    May 8, 2011
    Messages:
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    make whatever you want most of the code is stolen from the game scripts anyway
     
  5. dragonmage119

    dragonmage119 Chieftain

    Joined:
    Jul 21, 2010
    Messages:
    26
    Do you know a way to separate the center-outer terrains into separate menus and add ocean/desert/other to the mix? I tried messing with it on my own with my best guesses but it seems to dislike the edits i made and refuses to show up. :/
     
  6. mapmakingnoob

    mapmakingnoob Chieftain

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    May 8, 2011
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    that would have to be done seperately the egdes are done at the start before any terrain is defined but the built in terrain randomizer will change it if you set it to desert so you would have to do it at the end probably easiest to create a new function at the end of StartPlotSystem() copy the code that generates the centre and edges and change what you need to change
     
  7. dragonmage119

    dragonmage119 Chieftain

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    Jul 21, 2010
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    ok thanks ill try that
     
  8. mapmakingnoob

    mapmakingnoob Chieftain

    Joined:
    May 8, 2011
    Messages:
    4
    I added in the option for gaps at the outer edge aswell as the balancing. I'm not sure how well that works yet I know the start locations aren't exactly the same and the city states are still random. the placements conflict with the team code so its just a matter of deciding how to go about doing it without disturbing the team placement.
     

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