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Civ 6 Map Scripts

(October 23rd, 2017, 10:49)BRickAstley Wrote: Cornflakes, I just want to reiterate love these map scripts. I think there would be great for MP games, making positioning roughly balanced while not uniform.

What's the Continents divide looking like?

A continents map should be do-able by the same method. Two or three circular/elliptical blobs would be incredibly easy. A couple of snaky continents would certainly be possible by massaging the settings a bit. If you can use Paint to show me in broad strokes what you are looking for it will help me set it up. Doesn't need to be fancy, a rectangular background blue and using the spray-can brush to draw is fine, like so:

   
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Ach, I meant the Continents on the map scripts you already made smile The ones that show up in the filter and that certain civ's abilities trigger off of.
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(October 23rd, 2017, 11:55)BRickAstley Wrote: Ach, I meant the Continents on the map scripts you already made smile The ones that show up in the filter and that certain civ's abilities trigger off of.

Ah, I don't actually know but I can check when I have a chance. I didn't change anything with the default continent assignment script so I've never checked it other than to confirm that it still worked and actually assigned continents. All I've done is manipulate the very first step in the process which is the land/water assignment. I'm guessing it will be the usual 2/3 of the map Continent A, 2/3 of the remainder Continent B, and a small Continent C.
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We're you able to find the script where continents were assigned? I couldn't find it in any of the lua scripts and figured it was part of the hard coded map generation.
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Cornflakes, apologies if I missed it, but have you posted your lua scripts for these maps you've showcased on here? I would like to do somethin that could make good use of your doughnut script variations.
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(March 28th, 2018, 12:50)BRickAstley Wrote: Cornflakes, apologies if I missed it, but have you posted your lua scripts for these maps you've showcased on here? I would like to do somethin that could make good use of your doughnut script variations.

File is attached. Replace the Continents.lua script file, then then roll a map using the Continents option ... I chose Continents since that is the default when you go to start a game, but I think I used Fractal as the starting .lua file.

There is a lot of fat in there that doesn't do anything, either from the original script or earlier iterations that I tried. The important part is lines 262 - 266. This is where I hijack the PlotTypes generation. You will see there a series of lines commented out, with one line active. Each of those lines has a corresponding plot generation function located at the bottom of the file (starting at line 454). I created a few helper functions starting at line 282.

I would recommend you copy on of the functions that I made at the bottom, give it a unique name, and add a function call up with the rest around line 267. Then you can proceed with modifying as desired ... or start completely from scratch if you prefer! Let me know if I can help further smile


Attached Files
.zip   Continents.zip (Size: 5.12 KB / Downloads: 3)
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One important note, at any time Firaxis could push out an update to the map scripts which would overwrite any changes that you make! At the end of each editing session I always make a backup copy of the file in a location other than the map script folder.

If you make a change that breaks the script, I've found you will get 1 of 2 possible errors: either civ application crashes (if it's a lua syntax error) or the map will generate with only hills throughout the entire map (if syntax is correct but the resulting PlotTypes is e.g. the wrong size, missing values, etc.). About 10% of the time, the resources and features don't populate. I shrug my shoulders and hit REGENERATE and it works (on rare occasions this bug will occur on 2-3 consecutive regenerations, just keep shrugging and regenerating). No clue why that happens.
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