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LDiCesare
GalCiv Apolyton EmpireCivilization IV Creators
King
Ashes
Jan 2001
time: 23:55
19-12-2005 23:44
edit | quote
#1 | report |
[Map Script] Tectonics Support Apolyton or Terrorists Win


Here's a new map script.

v3.16:http://apolyton.net/upload/view.php...ctonicsV316.zip
v3.15:http://apolyton.net/upload/view.php...ctonicsV315.zip
v3.14:http://apolyton.net/upload/view.php...ctonicsV314.zip
v3.13 (bugged):http://apolyton.net/upload/view.php...ctonicsV313.zip
v3.12:http://apolyton.net/upload/view.php...ctonicsV312.zip
v3.11:http://apolyton.net/upload/view.php...ctonicsV311.zip
v3.10:http://apolyton.net/upload/view.php...ectonics310.zip
v3.9:http://apolyton.net/upload/view.php...ctonicsV039.zip
v3.8:http://apolyton.net/upload/view.php...ctonicsV038.zip
v3.6:http://apolyton.net/upload/view.php...ctonicsV036.zip
v3.5:http://apolyton.net/upload/view.php...ctonicsV035.zip
v3.4:http://apolyton.net/upload/view.php...ctonicsV034.zip
v3.3:http://apolyton.net/upload/view.php...ctonicsV033.zip
v3.2:http://apolyton.net/upload/view.php...ctonicsV032.zip
V3.0:http://apolyton.net/upload/view.php...ctonicsV030.zip
V2.0:http://apolyton.net/upload/view.php...ctonicsV020.zip
V1.0:http://apolyton.net/upload/view.php...2_Tectonics.zip

It simulates a (very very rough) tectonics plate system.
The result is continents with mountain ranges, either inland (Himalaia-like) or, often, near the coasts (Andes, Rocky mountains...).
Usage: Put it in PublicMaps and hold shift to clear the cache the first time you want to run the game if you get errors with the map file.

The map provides several water/land options (from islands to pangaea), but is very random.

You may get mountain ranges in the middle of a big landmass (Himalaya) or near the coasts (often hills and peaks, sometimes mostly peaks).

Resources are standard.

Attachment: tectonics2.jpg
This has been downloaded 2121 time(s).

Last edited by LDiCesare on 11-11-2008 at 07:32

Apocalypse Cow
Apolyton UniversityCivilization IV CreatorsC4DG Team Banana
Chieftain
Oct 2005
time: 23:55

HOF entries: 1
20-12-2005 13:25 | www
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#2 | report |
Remove this text


The only problem I can think of is that it appears that the ratio of peaks is much higher than it was before.(maybe thats what you were going for) Other than that, it looks great!

LDiCesare
GalCiv Apolyton EmpireCivilization IV Creators
King
Ashes
Jan 2001
time: 23:55
20-12-2005 21:26
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#3 | report |
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The peaks come in very big lumps indeed? I wanted more peaks, but not always as wide ranges as I have got. I could tweak the thresholds a bit but I think it gives interesting maps as is.

Blake
PolyCast TeamCivilization IV: MultiplayerC4DG Gathering StormCivilization IV CreatorsApolyton UniversityApolytoners Hall of Fame
Beyond the Sword AI Programmer
I am a Buddhist
Oct 2000
time: 11:55
20-12-2005 22:20
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#4 | report |
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The river systems are truly bizzare, or atleast extremely long anyway.

LDiCesare
GalCiv Apolyton EmpireCivilization IV Creators
King
Ashes
Jan 2001
time: 23:55
21-12-2005 08:41
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Updated the script (v1.1):
http://apolyton.net/upload/view.php...ctonicsV011.zip
I added subduction, which gives thinner mountain ranges, and corrected the formulas so I get less big lumps of peaks. There are still ranges, but they look like ranges much more than they did. More hills ranges too.
(Edit: I fixed an error that would occur sometimes in the script)

Blake: As for the river system, I didn't change that part, I'm using the default. I only changed the peaks/hills/lands/sea part for the moment.
I don't like the climate generated much myself, but it's the default one. I'll have to investigate a bit how climate is generated, and how rivers are. Since rivers tend to flow from mountains or hills, and these are placed quite differently from the default scripts, I guess the result may not always be appropriate. I'll look at how rivers flow on the maps to check.
Right now it seems I get very short and very long rivers.

Last edited by LDiCesare on 21-12-2005 at 11:58

ZargonX
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PtWDG2 TabemonoC4WDG Huygen's Union
Emperor
Space
Sep 2002
time: 18:55
21-12-2005 13:55
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#6 | report |
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Looks pretty neat! I'll give it a try and post the results.

LDiCesare
GalCiv Apolyton EmpireCivilization IV Creators
King
Ashes
Jan 2001
time: 23:55
21-12-2005 20:39
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Avatar Enlargement: We've got the solution


Updated to v2.0: http://apolyton.net/upload/view.php...ctonicsV020.zip
The new things are a fix of a bug in 1.1 that would happen sometimes, and a different climate generation. It gives more stripes of desert, normally you should get grass and plains from the sea up to mountains and then desert when at the appropriate latitude. When you've got wide continents, it often leads to big patches of desert or plains depending on latitude.
I still haven't done anything on rivers for lack of knowing how. I'll be checking that but will probably play a bit and maybe work on Clash before.

LDiCesare
GalCiv Apolyton EmpireCivilization IV Creators
King
Ashes
Jan 2001
time: 23:55
28-12-2005 19:03
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#8 | report |
Support Apolyton or Terrorists Win


I updated the script to v2.1: http://apolyton.net/upload/view.php...ctonicsV021.zip
New things include small updates for climate and mostly I changed the river generation system.
There are too many very small rivers and sometimes they extend one plot too far, but they are much more reasonable than the previous version.
I also provide a few samples of what this looks like.

Attachment: tectonics3.jpg
This has been downloaded 1754 time(s).

LDiCesare
GalCiv Apolyton EmpireCivilization IV Creators
King
Ashes
Jan 2001
time: 23:55
28-12-2005 19:05
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#9 | report |
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Here's a sample of several landmasses generated. This is very random, I didn't select any special map, just took the first 9 I got.

Attachment: tectonicsslide.jpg
This has been downloaded 1764 time(s).

LDiCesare
GalCiv Apolyton EmpireCivilization IV Creators
King
Ashes
Jan 2001
time: 23:55
30-12-2005 23:10
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#10 | report |
Support Apolyton or Terrorists Win


Updated to v3.0 http://apolyton.net/upload/view.php...ctonicsV030.zip
Main update is the choice between earthlike (60%water), pangaea, lakes (30%water) and islands.
I also corrected some problems with the rivers, made the desert/grass/prairie a bit more random.
Pangaea uses the default terrain generator for desert/plains/prairies because the desert stripes look really ugly (even though they make sense on a single huge continent with no ocean or sea to provide water).

Bill3000
King
of Soloralism
Jul 1999
time: 18:55
31-12-2005 07:36 | www
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#11 | report |
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I must say, that I love this script.

By the way, is it possible that you can tell us what are the map dimensions? I'm not sure how to convert it from the script into the actual plot by plot numbers.

LDiCesare
GalCiv Apolyton EmpireCivilization IV Creators
King
Ashes
Jan 2001
time: 23:55
31-12-2005 08:58
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#12 | report |
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The map dimensions are the standard ones. So I honestly don't know what they are. I did most of my testing on standard and some small, with one foray into huge but my comp doesn't handle big maps.
I use the number of players to know how many seeds I must put so it scales correctly with bigger map sizes.

ecc
Settler
Jan 2004
time: 23:55
07-01-2006 06:49
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#13 | report |
script file Support Apolyton, pre-order Civilization IV


I love this script too! Looking forward to each new release, keep up the good work, thanks!

-Ryan

hardjoy
Scenario League / Civ2-Creation
Prince
Odense, Denmark
May 2001
time: 00:55
07-01-2006 13:14
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#14 | report |
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Looking good so far - I love the great mountain ranges and large deserts! Good work!

Some of the terrain do seem to come in too great "lumps", where a little more variety would be nice - i.e. one map produced a whole continent with almost nothing but hills, but no peaks, which appeared a little strange. And sometimes the deserts and ice caps seem to be placed by very straight lines, for it to appear natural.

The great mountain ranges are truly great, but I especially like it when small passes are created in the ranges, with diagonal hills in between in some places. This makes for very interesting strategies. Is it possible to code this more explicitly into the script?

Last edited by hardjoy on 07-01-2006 at 15:45

Kuciwalker
Deity
Carnegie Mellon, Pittsburgh, PA
Feb 2001
time: 18:55
07-01-2006 18:34
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#15 | report |
Avatar Enlargement: We've got the solution


This is a brilliant idea.

DCMike
Chieftain
Oct 2001
time: 18:55
07-01-2006 20:29
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#16 | report |
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I seem to get the best results when I select a Large map. Most of the maps come out looking great. So far, I think this is my favorite map script.
Thanks LDiCesare!!

Unimatrix11
Prince
Nov 2005
time: 23:55
07-01-2006 20:57
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#17 | report |
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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

LDiCesare
GalCiv Apolyton EmpireCivilization IV Creators
King
Ashes
Jan 2001
time: 23:55
15-01-2006 13:00
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#18 | report |
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I'll make an option (or more than one) for more water. Don't expect it soon though, as I have hardware problems and lots of trouble connecting myself to the web these days. Hopefully this should be fixed in a week or two. Else I'll have to buy a new computer...
For climate, I know it's too straight. I'll be checking that too. I can always revert to the default climate generation as an option if you only want the mountain ranges part.
For passes through the ranges: I'm not going to code that directly, but I'm going to try to make it more likely to happen.

Uchuu-kun[SM42]
Chieftain
May 2002
time: 17:55
19-01-2006 23:21 | www
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#19 | report |
Put an end to popups!


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.

Bill3000
King
of Soloralism
Jul 1999
time: 18:55
19-01-2006 23:55 | www
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#20 | report |
Increase Your PM Length


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.

Fosse
Alpha Centauri PBEMCivilization IV: MultiplayerC4WDG Stratega
King
U.S.A.
Mar 2002
time: 17:55
22-01-2006 16:37
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#21 | report |
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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.

siroxo
Settler
Nov 2005
time: 23:55
24-01-2006 01:40 | www
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#22 | report |
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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.

Spocko
Settler
Massachusetts
Oct 2005
time: 18:55
24-01-2006 22:00
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#23 | report |
Where to put the script file? Help yourself to an AD-FREE life


I downloaded the tectonics script - I can't wait to play with it. But - where does it go?

Thanks!

siroxo
Settler
Nov 2005
time: 23:55
25-01-2006 21:23 | www
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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

Bill3000
King
of Soloralism
Jul 1999
time: 18:55
25-01-2006 22:24 | www
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#25 | report |
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The 81 shouldn't be 95, considering the fact that there are only 90 degrees to count. It should still closer to 90, though.

LDiCesare
GalCiv Apolyton EmpireCivilization IV Creators
King
Ashes
Jan 2001
time: 23:55
28-01-2006 12:39
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#26 | report |
Inflate your Upload Space


quote:
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.
I haven't changed the resources part, so that is a problem with the default script here.

I have made a better version of the script, but lost it due to reinstalling windows on my computer and forgetting to back up that folder. I'll try to make a new version which includes more water. I think I remember thr proportions I used...
I'll change the ice zones. The problem is the latitude is 0-90 but there is ice generated in the upper parts and the globe view, when zoomed out, show that the top of the map latitude is probably only about 75-80... I'll try to correct that too.
I don't provide a guarantee of different continents, but I'm going to recode the following:
2/3rds of land plates on the same hemisphere. Makes it more like Earth (north hemisphere lots of land, water in the south) and more likely to circumnavigate. More water, abotu 70-75%. I hope I can get it right again...

LDiCesare
GalCiv Apolyton EmpireCivilization IV Creators
King
Ashes
Jan 2001
time: 23:55
28-01-2006 16:18
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#27 | report |
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Version 3.2 uploaded. This mostly adds a new option (70% water).
Less ice.
Peaks are more likely to happen (sometimes when two plates collided the resulting land wouldn't be as high as it should have been).
Land plates are more common in one random hemisphere than in the other, leading to more probability of being able to circumnavigate the world. It also often leads to at least one separate continent even with small number of players.

hardjoy
Scenario League / Civ2-Creation
Prince
Odense, Denmark
May 2001
time: 00:55
29-01-2006 21:33
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#28 | report |
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My recent game with the latest version of this script resulted in a terrific map with multiple continents and many islands, and quite a race for circumnavigating the globe. The mountain ranges are as beautiful as ever.

alms66
Prince
Louisiana
Oct 1999
time: 17:55
29-01-2006 21:47
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#29 | report |
Avatar Enlargement: We've got the solution


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