(February 8th, 2018, 16:21)Coeurva Wrote: I think that's the fastest I've ever become obsolete :lol:
Eh ... I can't actually even look at that save to make sure the starts match right now, and I'm not sure I'd want to, as I want to remain as unaware as possible of which player is at which start location. Also I can't extract the starts or sims or whatever at least until I get home late tonight. I just figured doing the text work would save you time.
Quote:I didn't look whether all the starts are correctly matched (player order past mackoti (Y) shows no clear pattern, btw, proceeding K-J-M-N-O-L-C-E-A-D-I-H-G-F).
Okay, then I wasn't crazy to think they were ~randomized. I actually would have expected K through O in order and then A through J in order because Mapcad had to assign new player numbers so multiple letters wouldn't be assigned to the same player number, but apparently there was some weirdness in there somewhere.
Moved marble between B & D northwest because it was in the BFC of many logical 2nd city sites for D.
Moved marble between K & O 2 tiles west for similar reason
Moved marble between W & X 1S for similar reason
Moved marble between Y & X 1NW for similar reason [all the stones look OK to me ]
Changed 2 tiles north of O (west of N) from desert to oasis since that area was very dry
Added 2 peaks between H and K
Added a few (4-5) jungle to the northeast of G to encourage them to settle elsewhere than directly towards H
Added in some scattered floating sea ice to blend it somewhat rather than going from nothing to dense border
On the astro islands only - changed some of the northernmost and southernmost tiles to tundra
On the astro islands only - changed some of the luxuries to add in a few more sugar, silk, and incense which are under-represented on the main continent (deleting some of the more common luxuries)
Latest save attached
.......
Looking at the posts that had been made while writing this ... you didn't make player 1 = location A, player 2 = location B right? If so, they would appear on the login screen in approximate map order and everyone could deduce who was whom's neighbor after meeting a few of their own neighbors. It's fine if the player order matches the [starting screenshot ID] alphabetical order since the players don't know that order.
(February 8th, 2018, 16:59)Cornflakes Wrote: Looking at the posts that had been made while writing this ... you didn't make player 1 = location A, player 2 = location B right? If so, they would appear on the login screen in approximate map order and everyone could deduce who was whom's neighbor after meeting a few of their own neighbors. It's fine if the player order matches the [starting screenshot ID] alphabetical order since the players don't know that order.
Heh - good point, but not a problem here: Player order is a wild and wooly mess because of all the different ways it's been randomized and messed about by GJ's tool and everything (which is a good thing). It's the same as in the balance report: Location T is player 0, then location A, then location D, then location X, then location K, and so on in no recognizable order whatsoever.
I'm checking whether player details match their starts in the "correct_civs" WBSave now.
During this I noticed that naufragar (map sign L, Julius Caesar/Germany) sees additional resources (dyes, deer) on the southern corner tiles of his starting 5*5 square, while most other players don't (yet?) -- intentional?
(February 9th, 2018, 02:13)Coeurva Wrote: sees additional resources (dyes, deer) on the southern corner tiles of his starting 5*5 square, while most other players don't (yet?) -- intentional?
Good catch! This wasn't intended as far as I know. Going through and checking everybody's corner tiles is one of the things I keep meaning to do and then only getting around to for like zero to two civs a day. I'll probably move L's corner resources by a tile or two just to get them out of the starting 5x5 square, depending on whether I have time and/or others express opinions.
Regardless, if you post sims in people's threads, please include only their BFCs, not the corner tiles (which I did say could still change back when I posted the screenshots). Oh - uh, this is probably obvious, but also please make sure nobody's start number sign appears in their sim. I should have just stripped the signs from the map into which I copy/pasted the players in order, but ... I didn't. Sorry about that!
Alright, got it -- BFCs only, no map signs, Final Destination. Here's the other starts with review-worthy corner tiles: WilliamLP (B) and superdeath (Q) see wines to their south-west, and Aretas (N) sees a grass hill with pigs. Some players see jungle and/or one-tile lakes (which they may presume to be actual coast); I've assumed that was intentional.
All starts match their players. I'll look into MapCad now.
Unfortunately, I can't get MapCad to work. easy_click.pl aborts partway through with "an unknown error". I tried using mapcad.pl next, following the tutorial:
Code:
> set_mod "rtr 2.0.7.6"
Loading XML data......done.
> import_group "map.CivBeyondSwordWBSave" => $pb
> export_sims $pb
*** FATAL ERROR: Can't call method "get_width" on an undefined value at lib/Civ4MapCad/Object/Mask.pm line 151, <> line 3.
(I'm on Linux if that matters. I suspect it might. I can run Civ4 just fine via wine.)
At this point I think it's better if one of you takes care of the sandboxes.
Alternatively, I'll draw them all by hand. Attached is the bunch I've finished so far (13 of 24); if anyone reading wants to confirm that nobody is looking at the wrong start (because of any potential idiocy of mine), that would help.