[SCENARIO] Vertical Solar Sistem Map

Not sure if that is a bug. It is what I would expect.
The only 'bug' I feel exists here is the silent destruction of the units in the city when the barb city becomes a nation. That's unfair, imo.
 
I have made contact with the English while in Industrial age. The strange thing about it is that the English live on another planet! I can see their capital on the Minimap.
 

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I have made contact with the English while in Industrial age. The strange thing about it is that the English live on another planet! I can see their capital on the Minimap.
Misplaced unit? Can you show save?
 
Here is a save with England freshly revealed. When I try to repeat this with the save before then I don´t get contact to England again (only tried one turn).

Btw., I am so dominant in this game because I started with the faulty 38.0 where my opponents didn´t found new cities. In fact they still don´t do, only newly emerged civilizations expand. As I wanted to focus especially on space with this game this wasn´t a big issue for me so I didn´t start a new game again.
 

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Here is a save with England freshly revealed. When I try to repeat this with the save before then I don´t get contact to England again (only tried one turn).

Btw., I am so dominant in this game because I started with the faulty 38.0 where my opponents didn´t found new cities. In fact they still don´t do, only newly emerged civilizations expand. As I wanted to focus especially on space with this game this wasn´t a big issue for me so I didn´t start a new game again.
There is Earthlike planet.
With certian options barbarian cities may spawn, turn into minor civs and then finally turn into fully fledged civilizations.
I entered World Builder and I see that multiple barbarian cities spawned on it too.
There is World Wonder(s) that lets you contact all not contacted civilizations.
For now it assumes space doesn't exist.

Your savegame takes around 40 seconds to process :)
 
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This also mean that the building restrictions are off too.
Yep.
I didn't made modmod for that as my spacemap was horizontal :p
There are 24/28 buildings, that have max/min latitude requirements scattered over whole place - 9/8 different files.
Also module files just enjoy using tags that aren't needed and are set to default.
I know it was intentional way back then.

Any future vertical space map scripts are screwed too - climate and animal/plant resource placement depends on latitude.

Spoiler List of all buildings with latitude requirements :

Caveman2Cosmos\Assets\Modules\Alt_Timelines\Megafauna_Units\Giraffe\Giraffe_CIV4BuildingInfos.xml (2 hits)
Line 39: <iMaxLatitude>45</iMaxLatitude> - GIRAFFE_TRAINER
Caveman2Cosmos\Assets\Modules\Alt_Timelines\Megafauna_Units\Zebra_Mounts\ZebraMounts_CIV4BuildingInfos.xml (1 hit)
Line 56: <iMaxLatitude>45</iMaxLatitude> - ZEBRA_TRAINER
Caveman2Cosmos\Assets\Modules\Hydro\Hydro_CIV4BuildingInfos.xml (1 hit)
Line 63: <iMaxLatitude>70</iMaxLatitude> - RAT_CATCHER
Caveman2Cosmos\Assets\Modules\Vokarya\VokaryaWonders_CIV4BuildingInfos.xml (1 hit)
Line 1126: <iMaxLatitude>30</iMaxLatitude> - DINO_PARK
Caveman2Cosmos\Assets\XML\Buildings\GreatWonders_CIV4BuildingInfos.xml (1 hit)
Line 12617: <iMaxLatitude>30</iMaxLatitude> - SPACE_ELEVATOR
Caveman2Cosmos\Assets\XML\Buildings\NationalWonders_CIV4BuildingInfos.xml (1 hit)
Line 6539: <iMaxLatitude>40</iMaxLatitude> - SPACE_LABORATORY
Caveman2Cosmos\Assets\XML\Buildings\Regular_CIV4BuildingInfos.xml (6 hits)
Line 34414: <iMaxLatitude>50</iMaxLatitude> - DUCK
Line 66875: <iMaxLatitude>60</iMaxLatitude> - MICROSATELLITE_CONSTELLATION
Line 72108: <iMaxLatitude>60</iMaxLatitude> - NANOSATELLITE_CONSTELLATION
Line 75378: <iMaxLatitude>60</iMaxLatitude> - ORBITAL_LABS
Line 89925: <iMaxLatitude>35</iMaxLatitude> - SALT_EVAPORATION_PONT
Line 112365: <iMaxLatitude>60</iMaxLatitude> - ZEROG_MEDICAL_LAB
Caveman2Cosmos\Assets\XML\Buildings\SpecialBuildings_CIV4BuildingInfos.xml (4 hits)
Line 15683: <iMaxLatitude>70</iMaxLatitude> - PEST_CROWS
Line 15980: <iMaxLatitude>70</iMaxLatitude> - PEST_PIGEONS
Line 16066: <iMaxLatitude>70</iMaxLatitude> - PEST_RATS
Line 16128: <iMaxLatitude>70</iMaxLatitude> - PEST_SEAGULLS
Caveman2Cosmos\Assets\XML\Buildings\zAnimals_CIV4BuildingInfos.xml (8 hits)
Line 19690: <iMaxLatitude>70</iMaxLatitude> - CEPHALOPOD_INSTITUTE
Line 19748: <iMaxLatitude>70</iMaxLatitude> - CETAEA_INSTITUTE
Line 19809: <iMaxLatitude>60</iMaxLatitude> - COASTAL_FISH_FARM
Line 21064: <iMaxLatitude>70</iMaxLatitude> - SALACHIMORPHA_INSTITUTE
Line 21575: <iMaxLatitude>60</iMaxLatitude> - FISH_PENS
Line 21632: <iMaxLatitude>80</iMaxLatitude> - CRAB_NETS
Line 21690: <iMaxLatitude>60</iMaxLatitude> - FUR_FARM
Line 21755: <iMaxLatitude>70</iMaxLatitude> - MARINE_INSTITUTE

Caveman2Cosmos\Assets\Modules\Alt_Timelines\MegaFauna\DeerRider\DeerRider_CIV4BuildingInfos.xml (2 hits)
Line 38: <iMinLatitude>45</iMinLatitude> - DEER_TRAINER
Caveman2Cosmos\Assets\Modules\Alt_Timelines\Megafauna_Units\Mammoths\Mammoths_CIV4BuildingInfos.xml (2 hits)
Line 81: <iMinLatitude>40</iMinLatitude> - MAMMOTH_TRAINER
Line 154: <iMinLatitude>40</iMinLatitude> - MAMMOTH_TRAINER_HERITAGE
Caveman2Cosmos\Assets\Modules\Vokarya\VokaryaWonders_CIV4BuildingInfos.xml (2 hits)
Line 2668: <iMinLatitude>45</iMinLatitude> - PLEISTO_PARK
Line 3338: <iMinLatitude>50</iMinLatitude> - SVALBARD
Caveman2Cosmos\Assets\XML\Buildings\GreatWonders_CIV4BuildingInfos.xml (1 hit)
Line 10002: <iMinLatitude>55</iMinLatitude> - ICE_HOTEL
Caveman2Cosmos\Assets\XML\Buildings\Regular_CIV4BuildingInfos.xml (22 hits)
Line 10825: <iMinLatitude>40</iMinLatitude> - BELUGA_CAMP
Line 14463: <iMinLatitude>40</iMinLatitude> - BREEDING_BELUGA
Line 14611: <iMinLatitude>40</iMinLatitude> - BREEDING_CARIBOU
Line 15316: <iMinLatitude>40</iMinLatitude> - BREEDING_MUSKOX
Line 15382: <iMinLatitude>40</iMinLatitude> - BREEDING_NARWHAL
Line 15734: <iMinLatitude>40</iMinLatitude> - BREEDING_SEAL
Line 15782: <iMinLatitude>40</iMinLatitude> - BREEDING_WALRUS
Line 19477: <iMinLatitude>40</iMinLatitude> - CARIBOU_CAMP
Line 53702: <iMinLatitude>40</iMinLatitude> - ICE_RINK
Line 70333: <iMinLatitude>40</iMinLatitude> - MOOSE_CAMP
Line 71384: <iMinLatitude>40</iMinLatitude> - MUSKOX_CAMP
Line 72152: <iMinLatitude>40</iMinLatitude> - NARWAL_CAMP
Line 86383: <iMinLatitude>40</iMinLatitude> - REINDEER_FARM
Line 89981: <iMinLatitude>35</iMinLatitude> - SALT_EVAPORATION_WORKS
Line 91580: <iMinLatitude>40</iMinLatitude> - SEALHUNTERS_CAMP
Line 94193: <iMinLatitude>40</iMinLatitude> - SKI_RESORT
Line 108863: <iMinLatitude>40</iMinLatitude> - WALRUS_CAMP
Line 111456: <iMinLatitude>40</iMinLatitude> - WINTER_LODGE
Line 111979: <iMinLatitude>40</iMinLatitude> - WOOLLYRHINO_CAMP
Caveman2Cosmos\Assets\XML\Buildings\SpecialBuildings_CIV4BuildingInfos.xml (1 hit)
Line 13123: <iMinLatitude>50</iMinLatitude> - IGLOO
Caveman2Cosmos\Assets\XML\Buildings\zAnimals_CIV4BuildingInfos.xml (6 hits)
Line 20664: <iMinLatitude>30</iMinLatitude> - MUSKOX_HERD
Line 21689: <iMinLatitude>30</iMinLatitude> - FUR_FARM
 
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As far as I can tell, animal spawns are working fine on this map. I have been getting Woolly Mammoths (or whatever they are called in game) along the North edge of the Earth map.
I guess woolly mammoths aren't tied to latitude.

You need my animal spawn info (its on my spacemap thread) to have all animals spawn.

Dont forget to get Spawn Info file to remove longitude and latitude restrictions on animal spawn.
Place it here: Mods\Caveman2Cosmos\Assets\XML\Units

Also I made minimod, that removes all building restrictions on latitude - that modmod is useful for vertical space maps and for maps with non Earthlike climate.
 
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I just used the Mammoth as an example of something spawning where it should. As far as I can tell, everything is already spawning correctly. I could be wrong, but that is my current impression.

I looked at your Spawn Info file, and it does have restrictions on latitude and longitude - at least it does for the Jaguar, the very first animal defined. Also, it is built for a very different map than this one, so how could it possibly work with this map? Unless Lat and Long are able to be set for a map in the worldbuilder, this file could not possibly work.
 
I just used the Mammoth as an example of something spawning where it should. As far as I can tell, everything is already spawning correctly. I could be wrong, but that is my current impression.

I looked at your Spawn Info file, and it does have restrictions on latitude and longitude - at least it does for the Jaguar, the very first animal defined. Also, it is built for a very different map than this one, so how could it possibly work with this map? Unless Lat and Long are able to be set for a map in the worldbuilder, this file could not possibly work.
All latitudes and longitudes were simply commented out in my file.
I always upload latest SVN version of animal spawn info.

If you have notepad++ then commented out sections would be easily visible.
 
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Guys, here is a question. The spawn of the city of barbarians in space (on the tiles of space) leads to the freezing of the game. They are spawning near the sources of fresh water - ice feature.

Actually the question is - this bug is planned to fix in the nearest future (spawn or at least crash) or should I remove the ice from the map until better times?
It will be adressed, but atm it's hard to say how long until that happens.
Our Dll modders are quite preoccupied with RL and some very serious bugs in fundamental AI systems that atm completely breaks the AI, effectively paralyzing them.
It might be addressed within the week, tops two weeks I guess.
 
It will be adressed, but atm it's hard to say how long until that happens.
Our Dll modders are quite preoccupied with RL and some very serious bugs in fundamental AI systems that atm completely breaks the AI, effectively paralyzing them.
It might be addressed within the week, tops two weeks I guess.

The problem is not that they appear. The problem is that after SVN ~10012 my game freezes when they appear.
 
I added a temporary map. On the map, the alien oceans are removed near the cosmos (including methane and lava). The land is removed in two tiles from outer space on Earth and Notearth, the oceans are covered with ice. The map is designed for testing, until the problem with the freezing due to the spawn of barbarians in space is solved.

I did not clean the file completely, some of the garbage there is found.
 
@TPEHEP I don't want to worry you, but your map is broken:
It is impossible to get past Alien Earth and its missing Orion Arm.
Deep Space settlers can't go to transtellar space.
Worldships can't go to Moon/Cislunar/Earth map categories.
This means you need to remove alien moon and alien earth and use freed space for Transtellar/Orion Arm/Milky Way zones.
 
@TPEHEP I don't want to worry you, but your map is broken:

crap...

It is impossible to get past Alien Earth and its missing Orion Arm.
Deep Space settlers can't go to transtellar space.
Worldships can't go to Moon/Cislunar/Earth map categories.

I'll hope @pepper2000 fixes the problem.

@TPEHEP its missing Orion Arm

hmm:

BeginPlot
x=47,y=179
TerrainType=TERRAIN_ORION_ARM
PlotType=2

for example. 18 tiles
 
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