unified map generator

masaykh

Prince
Joined
Jan 16, 2012
Messages
446
Hello, playing with latest svn i started game with large map (archipelago generator)

all territory generated have almost identical resources (elephant, obsidian) few tar pits

Such situation made question - what map generator are most up-to-date and can use maximum of available features?

and second - is there need for many generators?
all available generators do many similar stuff (placing resources \ shaping land mass\ deciding for starting points and much more) - isnt it will be more good to have one universal generator what can do all we want from map generator?

universal generator easy to optimise, easy to track errors as everybody will use same generator, and unified generator will take less work to update.
 
Whaaaat? Perfect Mongeese? Everytime I've tried that one I didn't like it...

Well, if you have continents turned on, each continent will have different features. Because I do believe they are actually labeled in code. Some resources spawn on the 'old world' and some on the 'new world', aka, Americas and Europe/Asia. Now, yes, if you are playing with only 1 mass of land or tons of islands, it won't work properly, and it'll be distributed uniformly. I believe.

P.S. Here is the thread for the conversation about the new Map Generation stuffles: http://forums.civfanatics.com/showthread.php?t=474613
 
Oh, I didn't say that I prefer it, only that many people do. At any rate, there seems to be a lot that do. I know what you mean though, every time I've used it, I get humongous but gangly continents that often stretch from pole to pole.
 
the Perfect world ones work quite well i usually play on them
 
Perfect Mongeese too for me. I don't like the "new world/old world" thing, so I dont often use PW3.

But it's normal you dont have a lot of tar pit, some ressource look like far more rare than some others
 
Yeah, PW3 is my favorite mapscript for now. When GeoRealism hits though that will be far better than anything we have now really though.

I am already following the progress of it and it sounds amazing
 
Yeah, PW3 is my favorite mapscript for now. When GeoRealism hits though that will be far better than anything we have now really though.

LOL. Keep in mind though that GeoRealism isn't exactly a map "generator". More of a map perfecter. It takes the generated map and makes it more realistic. When the geo engine gets implemented it will change the map somewhat but it will still use the original map as a basis for the engine.
 
I see GeoRealism as a potential bridge into living world elements like climate and weather into the game itself. That is why I appreciate these efforts so strongly.

The strategy of weather, droughts affecting civilizations, and storms disrupting battles offers so much promise to C2C gameplay. After all, they are a major missing element in C2C to simulating history and strategy.
 
why i dont see answers on secondly asked question :(((

Dont devs think that replacing many generators with one complete solution will give so much benefits?
 
why i dont see answers on secondly asked question :(((

Dont devs think that replacing many generators with one complete solution will give so much benefits?

Just like "one size fits all" is a difficult result to produce, I don't believe this works for map generators either. The only way that would be possible would be to build a single map generator that has many different methods... which is essentially the same thing as what the current system does.

I have also tried several attempt at making a one-size-fits all generator and have not liked the results. Perhaps that is because no one has done it right. But in doing it "right" you will have to have so many options that you may as well just use what exists. Find a few generators you like and use them.
 
You need to update them as you change mod - all of them
players would got some bugs in different generators and you would need to find them and fix them - as result much more work.

I think that there is need for some sort of map generation sub system.
we move all used-everywhere elements to external .py scripts.
for each generator we leave only options to choose and some specific for that generator elements.

in that way all available and possible options will be devided across 5-7 generators and if something would need update - - changes would be applied to externaly stored scripts not each generator.

profit :)
 
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