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PB71 Tech Thread

Just checking, but Monarch/Standard for teh tech costs right?

Edit: and is the map script used being released publicly or not?
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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Monarch/Standard.

As Pindi likely knows, I'll say that it's a Greener Tectonics. I believe there are roughly 1100 tiles.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.

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How do people feel about getting our full BFCs revealed before we start?

I'm in favour of it.
fnord
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No strong feelings either way
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With RTR 6.0.0.4, East Indiaman seems to have strength 5, should be 6 according to patch notes?

Edit: also doesn't require Paper, unlike Galleon

Edit2: and Dike has +1000% foreign trade route yields, assume it should be 100
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Sure, if it doesn't delay starting.
If only you and me and dead people know hex, then only deaf people know hex.

I write RPG adventures, and blog about it, check it out.
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+1 to starting BFCs, will create 6.0.0.5 once I finish lunch.

EDIT: I'll note that both PB64 and PB69 did have full BFCs revealed.
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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RtR_6.0.0.5
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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(April 22nd, 2023, 06:04)Qgqqqqq Wrote: Monarch/Standard.

As Pindi likely knows, I'll say that it's a Greener Tectonics. I believe there are roughly 1100 tiles.

Do you have a copy of this map script so we can look at what it generates please?
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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File sent to Ramk. Please check all settings.

Link to mapscript.
https://www.realmsbeyond.net/forums/atta...?aid=25220

Grillo's post. Note this is in a current game so don't go looking for it!
El Grillo Wrote:I liked the landform generation from tectonics but disliked how heavily it weighted wind-blown moisture to determine if temperate land ended up as plains/grass. The "rain shadow" effect from all the coastal peaks it generates is too much. I ended up tweaking the map script years ago. Also, the "no ice" option doesn't affect plains/grass generation at all, it just turns polar ice into tundra and tundra to grass.

...

Happy to share. I only made changes in two places:

Code:
    #peaks no longer absorb all moisture, and hills absorb less
    def blow(self,localMoisture,maxHorizontal,horizontal,vertical,x,y):
        plotType = self.map.plot(x,y).getPlotType()
        if (y+vertical > 0 and y+vertical < self.mapHeight):
            if (plotType == PlotTypes.PLOT_PEAK):
                self.blow(localMoisture - 7,maxHorizontal-2,horizontal,vertical,x,y+vertical)
            elif (plotType == PlotTypes.PLOT_HILLS):
                self.blow(localMoisture - 3,maxHorizontal-2,horizontal,vertical,x,y+vertical)
            else:
                self.blow(localMoisture - 1,maxHorizontal-2,horizontal,vertical,x,y+vertical)
        for i in range(-1,maxHorizontal):
            adjustedX = x + i*horizontal
            if (adjustedX < 0):
                adjustedX += self.mapWidth
            elif (adjustedX >= self.mapWidth):
                adjustedX -= self.mapWidth
            self.moisture[y*self.mapWidth + adjustedX] = self.moisture[y*self.mapWidth + adjustedX] + localMoisture
            plotType = self.map.plot(adjustedX,y).getPlotType()
            if (plotType == PlotTypes.PLOT_PEAK):
                localMoisture -= 7
            elif (plotType == PlotTypes.PLOT_HILLS):
                localMoisture -= 3
            else:
                localMoisture -= 1
            if (localMoisture <= 0):
                return

Code:
    # adjust the ratios to generate more equatorial jungle
    def getEquatorialTerrain(self, climate, latitude, moisture):
        equator = 0
        if (latitude < 25):
            equator = 25 - latitude
        climate.plains += equator * 2
        climate.grass += equator * (4 + moisture) + self.dice.get(equator,"more grass")

The most noticeable changes compared to the standard Tectonics script will be more green tiles along the coast, and the presence of an equatorial jungle belt on Pangaea maps, which previously had very limited jungle and its associated resources. The other big issue that I have with Tectonics is its river generation function, which can sometimes produce continents with only a couple of 1-3 tile long rivers. Unfortunately, changing that is well beyond my limited coding ability. The original developer actually has it in the TODOs at the top of the file smile

To use, unzip the Greener_Tectonics.py file and put it with the other map scripts in a folder that looks something like: C:\Program Files (x86)\Steam\steamapps\common\Sid Meier's Civilization IV Beyond the Sword\Beyond the Sword\PublicMaps\ , or wherever your Civ4 install lives.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.

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