(February 6th, 2018, 02:39)GermanJoey Wrote: (I'll fix it tomorrow!)
Your attachment lists dimensions as 276x170. The actual size is 140x88. I can delete the extra X dimension easily enough as they're all consecutive but doing the Y column would be difficult without some automation. Mind taking another swing?
Might as well make myself slightly useful. 140*88 sandbox attached, adapted from Joey's. (I wrote five lines of Python to write info for 140*88 ocean plots, rather than fiddling with regexes to delete superfluous tiles.) You'll have to edit in your start (including leader, civ and starting techs) yourself, or wait for the European evening, in which case I'll try to have done that for you by then -- of course, I'll post the individualized sandboxes in your respective threads, not here.
Iirc gpt costs will be off starting from your second settlement, as city distance maintenance is calculated from actual land tiles present on the map, not dimensions or world size; keep that in mind if you use the same sandbox to sim out further.
This is actually the PB38 map; you'll all start on a plains hill in the middle of the ocean and I, the secret player, will attack you all with galleons starting from T0. Try to counter-triple-bulb Astro now.
(February 8th, 2018, 03:04)Coeurva Wrote: (I wrote five lines of Python to write info for 140*88 ocean plots, rather than fiddling with regexes to delete superfluous tiles.)
Did you know that Civ IV itself has a Python shell built in? I don't remember the details of how to activate it, but once I was into this game enough to be interested in viewing the game variables and such.
February 9th, 2018, 00:02 (This post was last modified: February 9th, 2018, 01:37 by RefSteel.
Edit Reason: Threshold effects. Boundary effects are something completely different.
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(February 8th, 2018, 22:51)Commodore Wrote: So when do we shoot to devs and ship? I'm...alarmed...by the posting rate there, Ref.
Getting paranoid about posting rates is good practice for the game! I can't wait for all the "pre-emptive strikes" that get launched because another team's debate about the relative merits of different baking apples for an upcoming holiday celebration is misinterpreted as war planning.
We're nearly finished, and when the map is actually ready mostly depends at this point on how obsessively we check to make sure we haven't missed anything that will wreck somebody's game. (It's not going to be perfectly balanced - it's not going to be close to perfectly balanced - but it's a 25-player map. It was never going to be perfectly balanced.)
Also, there's a small but non-zero chance that composing this reply instead of looking over the map further may, due to threshold effects, have delayed the map by an entire day! (Or even longer due to schedule overlap issues.) I hope not though!
(February 8th, 2018, 03:04)Coeurva Wrote: (I wrote five lines of Python to write info for 140*88 ocean plots, rather than fiddling with regexes to delete superfluous tiles.)
Did you know that Civ IV itself has a Python shell built in? I don't remember the details of how to activate it, but once I was into this game enough to be interested in viewing the game variables and such.
Yes, actually. I think you need to punch "chipotle" into the .ini file under cheatCode and set another boolean flag, then press some magic key -- by the time I would have looked that up, the one-minute egg of a script would have been already punched in. The game core is written in C++, but exports various functions to Python; iirc the graphical interface is mostly written in it, for instance, as is event-handling (both "random events" as you see them in the game, and events as in e.g. "onCityFounded").
It's been decided to use MapCad (Joey's tool) for making sandboxes, which can export the starts as such automatically (as I think has been done in the past sometimes), saving the work of me actually drawing the sandboxes by hand (which I'd been halfway finished with), and eliminating the risk of errors. I'm currently checking that all the starts do indeed match their assigned players; then I'll give that a go. Hopefully you'll get the sandboxes today.
(February 7th, 2018, 16:47)GermanJoey Wrote: Also, sad, sad: a civ board that doesn't allow attaching civ saves as file attachments.
I knew there was a reason it hadn't been done before but I just tried adding CivBeyondSwordWBSave as an attachment file type. The problem appears to be that the file type is too long and gets truncated down to "CivBeyondS". So I guess if you renamed your uploaded file type to file.CivBeyondS it would be allowed, but that's not exactly the functionality we're looking for.
I'm not sure if there's an easy modification to the forum software to extend the field length allowed by that feature, would probably require some googling and testing. But I need to go pick up dinner right now because the natives are getting restless.
I spent a couple days on this a year or two ago with no such luck.
Could I ask for a colour change for my civ btw? I've stared at the zulu yellow for a few too many games I think. I'd go with the American blue since no-one is playing them.
if someone could walk me through why the zip/save isnt even showing up in my saves.. or what im doing wrong. that would be great
"Superdeath seems to have acquired a rep for aggression somehow. In this game that's going to help us because he's going to go to the negotiating table with twitchy eyes and slightly too wide a grin and terrify the neighbors into favorable border agreements, one-sided tech deals and staggered NAPs."
-Old Harry. PB48.