Snofru's Space Maps

Thanks for adapting the maps, @Toffer90 !
So in the future I will take care that there are no rainwater bassins and that the version is "13". Good that I am not superstitious ;) !

PS: Anything else I need to check for future maps?

PPS: The recently changed maps are in post #1 now. They can only be used with SVN 11171 or later (and are identical to the ones that come with SVN).
 
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When you say never use more than X civs or they'll start spawning in space, does that include barbarians? Basically, if I set up 20 civs on a 20 civ map and then also enable Neanderthal/Barbarian cities, will they start spawning in space?
 
When you say never use more than X civs or they'll start spawning in space, does that include barbarians? Basically, if I set up 20 civs on a 20 civ map and then also enable Neanderthal/Barbarian cities, will they start spawning in space?
Barbarians are NPCs so they are always here even if not spawning units.
So you can have 20 civs on 20 civ map.
 
@Snofru1 and @KaTiON_PT I deleted your duel spacemaps as some players were getting confused on your scenarios, as they couldn't move space settlers to places where they wanted.
That is second earth being present and main Earth splitting space zones in two is fundamentally incompatible with Pepper's space settler setup - space settlers can't go trough Earth.
Players needed to make Orbit/Cislunar Space tunnel trough those Earths in WB.
 
@raxo2222 @KaTiON_PT

Would it help if I added TERRAIN_CISLUNAR_SPACE also "south" of earth, meaning between Venus and earth? You then could also build space stations there and upgrade heavy rockets and send planetary settlers from there. Or is my thinking wrong?
Add Orbit AND Cislunar space on southern side of Earth.
Orbit is needed for space stations and cislunar space is needed for cislunar colonies - those can build space settlers.
 
Orbit is already there. So as a workaround it could be enough for a player to go to worldbuilder, change one tile to cislunar space and build a cislunar colony there - maybe easier and less invasive than cutting a space zone right through earth ;) .

When I have enough time I will make a new set of the tiny space maps with orbit and cislunar space on both sides of earth.
 
Orbit is already there. So as a workaround it could be enough for a player to go to worldbuilder, change one tile to cislunar space and build a cislunar colony there - maybe easier and less invasive than cutting a space zone right through earth ;) .

When I have enough time I will make a new set of the tiny space maps with orbit and cislunar space on both sides of earth.
So maybe you removed orbit on some duel maps by accident?
 
No, orbit is there in all tiny spacemaps, both north and south of earth. It is only the cislunar space that is missing in the south.
I guess then player failed to build space station on southern orbit.
Maybe they didn't know, that there was orbit?
 
@raxo2222

I am working on changing the duel spacemaps. The total hight increases from 143 to 145 tiles and the earth part is moved 2 tiles from y=17 / y=60 to y=19 / y=62 (y starts at 0). Does this have an impact on the top/bottom lattitude settings (currently: top lattitude=63, bottom lattitude=-14)? In fact I have no idea what the lattitude settings are for :crazyeye: ...
 
@raxo2222

I am working on changing the duel spacemaps. The total hight increases from 143 to 145 tiles and the earth part is moved 2 tiles from y=17 / y=60 to y=19 / y=62 (y starts at 0). Does this have an impact on the top/bottom lattitude settings (currently: top lattitude=63, bottom lattitude=-14)? In fact I have no idea what the lattitude settings are for :crazyeye: ...
Duel space maps are incompatible with my latitude rescaling modmod - Earth isn't on bottom of map.
Latitude settings set lowest and highest latitude available on map.
 
@Toffer90
Some details in the scenarios have been changed recently. Is it still ok to have the programming the old way or should I change my maps to the new way?

Examples:

Old:
BeginTeam
TeamID=0
ContactWithTeam=0
EndTeam

New:
BeginTeam
TeamSlot=0, ()
EndTeam

Old:
BeginPlayer
Team=0
LeaderType=NONE
CivType=NONE
StartingX=82, StartingY=31
RandomStartLocation=false
EndPlayer

New:
BeginPlayer
PlayerSlot=0
Team=0
LeaderType=NONE
CivType=NONE
RandomStartLocation=false
StartingX=37, StartingY=29
EndPlayer

Old:
BeginPlayer
Team=20
LeaderType=NONE
CivType=NONE
EndPlayer

New:
BeginPlayer
PlayerSlot=20
Team=20
EndPlayer

Old: 40 player slots. New: 50 player slots

Old: BeginMap does contain:
num plots written=24800
num signs written=0
New: doesn't
 
Hmm... Looking into it I realize I hadn't considered this well enough.
I'll make another go at making it more flexible regarding omission of sections and data in general. I'll get it on SVN asap and write a guiide on scenario file structure and what can be trimmed away.
 
Anyway I am looking forward for the guide!
Ok, the scenario read/write code adjustments on the way to SVN now.
I'll write the guide sometime tomorrow. I updated all the scenarios on the SVN to be barebones, so before I get the guide up you could look at the scenario changes I made in the upcoming SVN revision.

Oh, I changed version number once again, this will be the last time in a long time that I do that.
 
I have made 4 new duel spacemaps and added them to the 1st posting. Earth parts are newly created by the current World mapscript from Toffer90. The new spacemaps have the "2nd earth" removed and have additional tiles of Cislunar Space terrain between Venus and Earth. You now can construct space stations and Cislunar Colonies south of Earth and start colonising Venus and Mercury from there later on.
All the maps have been playtested by me with SVN 11187, but only for a few turns.

You might consider putting those back into SVN although part of them do not follow the guidelines by 100%, e.g. there seem to be some useless resources on moon. At least colonies should be possible everywhere again.
 
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