Snofru's Space Maps

Remove starting gold from civs - it seems they got it from natural wonders when you saved map.
 
Civs aren't random - they are set in stone.

If you want to have selectable civs in random places, then you should use something like this for each player depending on how many civs you want to have.
Code:
BeginPlayer
    Team=0
    LeaderType=NONE
    CivType=NONE
    Color=NONE
    ArtStyle=NONE
    Handicap=HANDICAP_NOBLE
    RandomStartLocation=true
EndPlayer
 
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Is it possible to start at a given plot but with a random nation?
I hope so because I'd much prefer that - or a chosen nation at game setup.
 
This does seem to work (starting location coming from the random earth map but with selectable civs):

Code:
BeginPlayer
    Team=0
    LeaderType=NONE
    CivType=NONE
    Color=NONE
    ArtStyle=NONE
    Handicap=HANDICAP_NOBLE
    PlayableCiv=1
    MinorNationStatus=0
    StartingGold=0
    StartingX=68, StartingY=46
    RandomStartLocation=false
EndPlayer

Do you think this makes sense?
 
Good rule of thumb with any kind of modding - if it works, you got it! I don't know much about map and scenario setups so maybe Rax could comment more.
 
I tested the last setup more and found out that it is still not 100% where I want to be.
With the standard map the 8 players (numbered 0 to 7) start as they should: On their assigned starting points, the player can choose his own civ and the ones for his opponents.
But then you can add more AI civs in the custom scenario interface and these starting points are random and can be anywhere on the space map (I have seen them on "earth2" of the Duel space map).
Is there a chance to limit the number of civs (e.g. to 8 in this example) but still have them freely selectable?

The code for civs 7 and 8 currently are as following:

Code:
BeginPlayer
    Team=7
    LeaderType=NONE
    CivType=NONE
    Color=NONE
    ArtStyle=NONE
    Handicap=HANDICAP_NOBLE
   PlayableCiv=1
   MinorNationStatus=0
   StartingGold=0
   StartingX=118, StartingY=45
   RandomStartLocation=false
EndPlayer
BeginPlayer
   Team=8
   LeaderType=NONE
   CivType=NONE
EndPlayer

The former code that had fixed civilizations meaning you can´t them choose at all but also the number of civs is fixed is this:

Code:
BeginPlayer
    Team=7
    LeaderType=LEADER_KAMEHAMEHA
    LeaderName=TXT_KEY_LEADER_KAMEHAMEHA
    CivDesc=TXT_KEY_CIV_POLYNESIA_DESC
    CivShortDesc=TXT_KEY_CIV_POLYNESIA_SHORT_DESC
    CivAdjective=TXT_KEY_CIV_POLYNESIA_ADJECTIVE
    FlagDecal=Modules/Custom_Civilizations/Polynesia/FlagDECAL_Polynesia.dds
    WhiteFlag=0
    CivType=CIVILIZATION_POLYNESIA
    Color=PLAYERCOLOR_POLYNESIA
    ArtStyle=ARTSTYLE_SOUTH_EAST_ASIA
    PlayableCiv=1
    MinorNationStatus=0
    StartingGold=0
    StartingX=118, StartingY=45
    RandomStartLocation=false
EndPlayer
BeginPlayer
    Team=8
    LeaderType=NONE
    CivType=NONE
EndPlayer
 
No idea how to do so.

I guess @Thunderbrd needs to adjust code, so both spawning barbarians and starting civ coords would ALWAYS look for tiles belonging to Earth map category.
Or at least fix it so hills, peaks and fresh water sources doesn't break it if such code already exists.
 
I have put new versions of my (so far) 3 space maps into the 1st posting. You can now choose your civ as well as the AI civs. You can also reduce the number of civs but you should never increase it to more than the recommended number. Aditional civs will land somewhere in space or will be killed immediately.
I have put a warning into the 1st post and also in the description of each map. While this is not perfect I think the option to choose your civ outweighs the negatives.

I still would be highly interested if someone has an idea how to limit the number of civs but still have them freely selectable.

PS: Strangely the scenario settings for the Duel map recommend only 2 civs in total. You can safely use 3 instead, I have tested this (never use 4 though!).
 
Sorry guys but you can't look to me for help with this sort of thing for a long time. I've got a lot on the plate and I've never interacted with anything to do with initial spawning code. I've seen it in map scripts but that's exactly what this is not so I'm really lost as to where to even look.
 
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