Skybeach88
Chieftain
- Joined
- Oct 16, 2015
- Messages
- 5
Hey guys, if i knew how to do this i would do it myself. But i think it would be cool if there was a map that had no land tiles at all. An entirely water world to play on.
You should get a "Very Few Islands" map to select. If you're not getting that that means the mod didn't put it in the right place, which is probably my fault, I'll have to figure out why that's not happening. Meanwhile, if you go into the mod (My Documents\My Games\Sid Meier's Civilization Beyond Earth\MODS\Very Few Islands") and copy the file "Very_Few_Islands.lua" to the user Maps directory ("D:\Users\tomla\Documents\My Games\Sid Meier's Civilization Beyond Earth\Maps") you should then have an actual world called "Very Few Islands" to select.Ok so after several try i think this mod isn't working for me. This is the best water world i got:
Spoiler :![]()
I used the advanced menu, and picked High Sea Level with every combination of aquatic map (Atlantean, Tiny Islands, Equatorial, etc), and they all give me normal looking maps like that above. What am i doing wrong?
function StartPlotSystem()
-- Get Resources setting input by user.
local res = Map.GetCustomOption(1) -- No random option needed
local iW, iH = Map.GetGridSize()
print("Creating start plot database.");
local start_plot_database = AssignStartingPlots.Create()
print("Dividing the map in to Regions.");
-- Regional Division Method 4: Rectangular
-- 4. Rectangular: Civs start within a given rectangle defined by arguments passed in on the function call.
-- Arguments required for this method: iWestX, iSouthY, iWidth, iHeight
local args = {
resources = res,
method = 4,
iWestX = 0,
iSouthY = math.floor(iH * 0.15), -- TODO: Use temperature setting
iWidth = iW,
iHeight = math.ceil(iH * 0.7), -- This plus double the multiplier in iSouthY needs to equal 1.0 to center the boundry
};
start_plot_database:GenerateRegions(args)
print("Choosing start locations for civilizations.");
-- Forcing starts along the ocean.
local args = {
mustBeCoast = true,
};
start_plot_database:ChooseLocations(args)
print("Normalizing start locations and assigning them to Players.");
start_plot_database:BalanceAndAssign()
print("Placing Resources and City States.");
start_plot_database:PlaceResourcesAndCityStates()
-- tell the AI that we should treat this as a naval + offshore expansion map
Map.ChangeAIMapHint(1+4);
end