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[Map Script] Tectonics

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  • [Map Script] Tectonics

    Here's a new map script.

    v3.16:TectonicsV316.zip
    (The following links are broken for the moment)
    v3.15:http://apolyton.net/upload/view.php?...tonicsV315.zip
    v3.14:http://apolyton.net/upload/view.php?...tonicsV314.zip
    v3.13 (bugged):http://apolyton.net/upload/view.php?...tonicsV313.zip
    v3.12:http://apolyton.net/upload/view.php?...tonicsV312.zip
    v3.11:http://apolyton.net/upload/view.php?...tonicsV311.zip
    v3.10:http://apolyton.net/upload/view.php?...ctonics310.zip
    v3.9:http://apolyton.net/upload/view.php?...tonicsV039.zip
    v3.8:http://apolyton.net/upload/view.php?...tonicsV038.zip
    v3.6:http://apolyton.net/upload/view.php?...tonicsV036.zip
    v3.5:http://apolyton.net/upload/view.php?...tonicsV035.zip
    v3.4:http://apolyton.net/upload/view.php?...tonicsV034.zip
    v3.3:http://apolyton.net/upload/view.php?...tonicsV033.zip
    v3.2:http://apolyton.net/upload/view.php?...tonicsV032.zip
    V3.0:http://apolyton.net/upload/view.php?...tonicsV030.zip
    V2.0:http://apolyton.net/upload/view.php?...tonicsV020.zip
    V1.0:http://apolyton.net/upload/view.php?..._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.
    Attached Files
    Last edited by LDiCesare; July 18, 2012, 03:37.
    Clash of Civilization team member
    (a civ-like game whose goal is low micromanagement and good AI)
    web site http://clash.apolyton.net/frame/index.shtml and forum here on apolyton)

  • #2
    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!

    Comment


    • #3
      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.
      Clash of Civilization team member
      (a civ-like game whose goal is low micromanagement and good AI)
      web site http://clash.apolyton.net/frame/index.shtml and forum here on apolyton)

      Comment


      • #4
        The river systems are truly bizzare, or atleast extremely long anyway.

        Comment


        • #5
          Updated the script (v1.1):

          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; December 21, 2005, 07:58.
          Clash of Civilization team member
          (a civ-like game whose goal is low micromanagement and good AI)
          web site http://clash.apolyton.net/frame/index.shtml and forum here on apolyton)

          Comment


          • #6
            Looks pretty neat! I'll give it a try and post the results.
            I make movies. Come check 'em out.

            Comment


            • #7
              Updated to v2.0: http://apolyton.net/upload/view.php?...tonicsV020.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.
              Clash of Civilization team member
              (a civ-like game whose goal is low micromanagement and good AI)
              web site http://clash.apolyton.net/frame/index.shtml and forum here on apolyton)

              Comment


              • #8
                I updated the script to v2.1: http://apolyton.net/upload/view.php?...tonicsV021.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.
                Attached Files
                Clash of Civilization team member
                (a civ-like game whose goal is low micromanagement and good AI)
                web site http://clash.apolyton.net/frame/index.shtml and forum here on apolyton)

                Comment


                • #9
                  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.
                  Attached Files
                  Clash of Civilization team member
                  (a civ-like game whose goal is low micromanagement and good AI)
                  web site http://clash.apolyton.net/frame/index.shtml and forum here on apolyton)

                  Comment


                  • #10
                    Updated to v3.0 http://apolyton.net/upload/view.php?...tonicsV030.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).
                    Clash of Civilization team member
                    (a civ-like game whose goal is low micromanagement and good AI)
                    web site http://clash.apolyton.net/frame/index.shtml and forum here on apolyton)

                    Comment


                    • #11
                      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.
                      "Compromises are not always good things. If one guy wants to drill a five-inch hole in the bottom of your life boat, and the other person doesn't, a compromise of a two-inch hole is still stupid." - chegitz guevara
                      "Bill3000: The United Demesos? Boy, I was young and stupid back then.
                      Jasonian22: Bill, you are STILL young and stupid."

                      "is it normal to imaginne dartrh vader and myself in a tjhreee way with some hot chick? i'ts always been my fantasy" - Dis

                      Comment


                      • #12
                        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.
                        Clash of Civilization team member
                        (a civ-like game whose goal is low micromanagement and good AI)
                        web site http://clash.apolyton.net/frame/index.shtml and forum here on apolyton)

                        Comment


                        • #13
                          script file

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

                          -Ryan

                          Comment


                          • #14
                            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; January 7, 2006, 11:45.
                            The Slim End Of The Long Tail -
                            Kaplak Stream

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                            • #15
                              This is a brilliant idea.

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