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Beyond the Sword AI Programmer
I am a Buddhist
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Oct 2000 time: 11:55
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The river systems are truly bizzare, or atleast extremely long anyway.
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Emperor
Space
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Sep 2002 time: 18:55
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Looks pretty neat! I'll give it a try and post the results.
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Settler
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Jan 2004 time: 23:55
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I love this script too! Looking forward to each new release, keep up the good work, thanks!
-Ryan
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Deity
Carnegie Mellon, Pittsburgh, PA
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Feb 2001 time: 18:55
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This is a brilliant idea.
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Prince
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Nov 2005 time: 23:55
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First of all : I really appreciate the work done by You, LDiCesare, since i always had some issues with civs standard continental maps...
Only 2 suggestion i have to make:
1. Isn't (more than) 70% of the earth's surface covered with water ? So 'earthlike' should be 70/30 imho.
2. About the straight lines of climate as mentioned by someone else before: earth's axis is tilted (as You know of course) and if i get it right (my brain is not working really right now) that should make the transition from one climate zone to another according to the lati(longi?-)tudes somewhat smoother (less abrupt)- but i could be totally wrong on this one - if so just ignore this point, please - it's just an idea...
... Okay i tried them now... man those maps are HUGE, too Huge for my taste and they really do need more water... make an option for 80% please. I wonder if the size setting has any effect at all, cause large could still host 18 civs easily. But i really like how those maps have A LOT of chokepoints.
Last edited by Unimatrix11 on 08-01-2006 at 03:52
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Chieftain
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May 2002 time: 17:55
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I do like the idea of more realistic map generation, but I think there's a flaw in your resource script - I just got 9 beavers in a tight little 3x3 square in the arctic region. Unless that's not regulated by the map script, in which case I apologize.
And yeah, the linear "streaks" kinda bug me.
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King
of Soloralism
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Jul 1999 time: 18:55
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More importantly, I see way too much glacier. Some civs are doomed, because for some reason some of them actually start in the middle of the ice area.
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King
U.S.A.
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Mar 2002 time: 17:55
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This is my favorite homemade script! I would agree that there seems to be a lot of glacier/snow in some maps, and not unusually there will be one or two civs starting in that.
I love the terrain shapes and ranges though. Very interesting maps.
Is there a way to generate maps in World Builder itself? I always have to quit World Builder and either regenerate the map or quit tot he main menu.
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Settler
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Nov 2005 time: 23:55
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quote: Is there a way to generate maps in World Builder itself? I always have to quit World Builder and either regenerate the map or quit tot he main menu. |
In the main control panel you click the "map mode" button, and then a button will appear on the bottom row of the main control panel (NOT the map mode control panel) to regenerate the map.
Also, nice script. I've enjoyed playing it a couple times now.
My only two complaints are:
Like others said, there is too much ice.
Also, with the 60% water option, sometimes there are two or three main continents bodies, which are connected by a single strip of land, or by the icecaps themselves, creating a pangea-like game. I don't know if this is by design, but maybe there should be some guarantee of multiple continents.
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Settler
Massachusetts
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Oct 2005 time: 18:55
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I downloaded the tectonics script - I can't wait to play with it. But - where does it go?
Thanks!
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Settler
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Nov 2005 time: 23:55
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LDiCesare, I think the Ice problem comes from this fact: you allow land plates anywhere, but also have these lines of code in ClimateGenerator.getTerrain :
code:
if (latitude > 81):
return self.terrainIce
if (latitude > 72):
if (moisture < 40):
return self.terrainIce
return self.terrainTundra
thereby hard-coding Ice to be on any land near the poles. While climactically this makes sense, It gives a real disadvantage to some civilizations.
Two possible solutions: either make it so only water plates appear at the northmost and southmost latitudes (so no civs or barbarians spawn there), or change that 81 to a 95 or so, and the 72 to a 90 or so.
@spocko, it goes in your
/Documents and Settings/user/Documents/My Games/Sid Meier's Civilization 4/PublicMaps directory
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Prince
Louisiana
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Oct 1999 time: 17:55
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One thing you may want to experiment with, to help improve the script, is allowing for the splitting and combining of plates during your drifting iterations (and possibly doing a longer iteration cycle). It's somewhat new in geology, but there's some evidence to back this up.
When plates collide with enough force they may combine to form a large super-plate, though the link remains weak, and is the most likely area of fracturing during future drifting. Very large plates often do split into smaller plates whe | |
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