I think that's a misunderstanding. Not block off as in make inaccessible completely, but to make them inaccessible from one direction. Like Highlands mountain ranges.
Another map script, this one's not mirrored: Torusland
|
I've seen forested villages...
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
Thanks Krill. That's high praise.
Regarding your latest peak question, I take it you tried the map on the highest % peaks setting and it wasn't enough? I'm not sure if you wanted more peaks, longer ranges (blocking off larger expanses), more ranges, or a combination thereof. I can make start positions pay attention to continent sizes, yeah. It'll be extra work to deal with that but it should be useful for a few different things, so worth it if I want to improve the script more. I love B&S (sort of) so I might try to make a similar script. But it will need to do a lot of things differently than this one. (May 18th, 2013, 13:43)dazedroyalty Wrote: Seven, I ran a test game with this on a large sized map and the script did not do so well with Iron and Copper. There were very few in total and most civs didn't have either within easy settling distance for a city in close proximity to the capital. I think it's guaranteed to be at least one per player, don't remember though. I am definitely planning to make the balanced strategic resources option work again, and I already laid some groundwork for it while doing the latest changes that bias a few resources away from starts. I am also planning to add back in something like the "no BFC improvements" option that mirrorland has.
I just started a game on this map, and it said "couldn't find map script; generating blank map" or something like that. But the map was not blank; it had rivers, hills, forests, and sheep. How do I interpret this message? I'm on a Mac, if that makes a difference.
Never seen that with this, but often a problem with other scripts that have some issues.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
I decided to enter worldbuilder, and found there was no water, no plains, and altogether the map looked kinda bare. I'm guessing this is indeed the "blank map" the game said it would give me. Anyway, I don't know the cause of this problem.
(May 18th, 2013, 20:57)SevenSpirits Wrote: Thanks Krill. That's high praise. I think I may have misspoke earlier. I think the current implementation of the peaks is great, because it gives very good control over the amount of choke points likely to be found on a map. I have mainly looked at maps using the settings of Snaky islands, and Inland Oceans, on sizes that can fit 10+ players. So mainly been looking at maps that can be used for PB games, where the aim is to keep navies important. What I've found is that 6%-10% peaks is actually all that's needed to break the map up a bit and make it easier to identify strong strategic city placements around choke points, without also making it impossible to settle good economic cities. So I have absolutely nothing bad to say about the implementation for this purpose. The question is aimed more at the Lakes and Waterways setting, where there aren't as many choke points around. The question of making "mountain ranges" arises because if you go above 10% peaks the map is still fragmented by choke points, but each start can pretty much expand (and have to defend) in every direction. I think the best way to describe what I'm asking is if it's possible to create long, continuous chains of peaks rather than clumps of 3-8 peaks, the aim being to create potential back lines and front lines on a map. I'm not saying that such a change is needed, more a query if it is possible. Quote:I can make start positions pay attention to continent sizes, yeah. It'll be extra work to deal with that but it should be useful for a few different things, so worth it if I want to improve the script more. Cool to both of these. |