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Another map script, this one's not mirrored: Torusland

Thanks for having a go Seven, and I look forward to the dense archi.
Current games (All): RtR: PB80 Civ 6: PBEM23

Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71. FFH games: PBEMVII, PBEMXII. Civ 6:  PBEM22 Games ded lurked: PB18
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OK, so I just went through two iterations and have updated the file linked in the first post.

Changes:
* I changed the start position chooser to pay attention to resources and improvements. Previously it wasn't!
* I reverted the previous change. lol I didn't like the effects, which were for starts to be a bit too strong, while having rivers and freshwater less frequently. It became much more common for starts to have precious metals, for example. I like it a lot better when the starts are for the most part biased in placement towards rivers and forests, and then a couple food resources are added if necessary. This realization was the motivation for the second iteration of changes.
* Due to above I could move resource and improvement placement to after start position determination. I added a couple tendencies: stone and marble will tend to be placed as far away from the nearest capital as possible, and gold/gems/silver will tend to not be within a few tiles of a capital. However, these tendencies are fairly slight: for example, I've seen stone right next to a capital, and on the very first map I generated after adding these tendencies, I had silver and gems at my capital! (This made me question whether the code was accurate, but after trying some more and investigating more closely, I am pretty convinced it's right.)
* Added a new Water Style: "Snaky Islands", and added the water percent info to the option names.
* Fixed the improvement generation which was broken, and added another option to do 1 per 40 land tiles, and made 1 per 30 the default instead of 1 per 20.
* Miscellaneous bug fixes.
* Added the version number (v1.2) to the script's description which can be seen in-game.

Download location is still here: https://dl.dropboxusercontent.com/u/1116...rusland.py
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As an aside, what are the normal dimensions for a standard, large and huge map?
Current games (All): RtR: PB80 Civ 6: PBEM23

Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71. FFH games: PBEMVII, PBEMXII. Civ 6:  PBEM22 Games ded lurked: PB18
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(May 17th, 2013, 18:50)Krill Wrote: As an aside, what are the normal dimensions for a standard, large and huge map?

You mean for this script? Hm, it's up to you. My philosophy is to pick settings such that you get about 150 land tiles per player. But I haven't actually played any games with such a map. It's based on playing Mirrorland (or handmade equivalent) games on a 40x40 map with 5 players, which had about 200 land tiles per player, and feeling like that was too much for my taste.
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OK, I think this counts as a bug, but CIV keeps on saying that it isn't responding whenever I try to generate any map using this script, but eventually it finishes making the map. Obviously the larger the map the longer the game says it is not responding prior to actually finishing a map.

Quote:You mean for this script? Hm, it's up to you.

I meant for just map scripts in general, what are the dimensions.
Current games (All): RtR: PB80 Civ 6: PBEM23

Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71. FFH games: PBEMVII, PBEMXII. Civ 6:  PBEM22 Games ded lurked: PB18
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I must say I've noticed a lot of mining resources at the capital with this script - maybe due to how they're valued?
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.

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Duel: 40x24
Tiny: 52x32
Small: 64x40
Standard: 84x52
Large: 104x64
Huge: 128x80

And of course some mapscripts like pangaea use the dimensions from one size below, e.g. 64x40 for standard, due to having higher land % than e.g. Continents or Fractal.
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Cheers Seven. Just looking through flooded waterways now, but I think that the snaky islands option could make for an interesting PB game in the future.
Current games (All): RtR: PB80 Civ 6: PBEM23

Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71. FFH games: PBEMVII, PBEMXII. Civ 6:  PBEM22 Games ded lurked: PB18
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(May 17th, 2013, 19:30)Qgqqqqq Wrote: I must say I've noticed a lot of mining resources at the capital with this script - maybe due to how they're valued?

It's random.
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I agree with Krill, the snaky islands looks really good for that setup.
Only problem is a few tiny island starts.
Thanks once again thumbsup
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.

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