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[Map Script] SmartMap

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  • #61
    version 8.1 released

    Get it on the front page:


    # 8.1
    # Add Clump Health and Clump Both resource placement options.
    # Clean up land placement code organization a little bit.
    # Force release of spiral search memory, and reduce how far spiral search
    # searches to improve performance.
    # Fix the defaults for override with and height that were causing people
    # to get out of memory errors.
    Check out SmartMap: my ultra flexible map generator for civIV.
    http://apolyton.net/forums/showthrea...hreadid=147547

    Comment


    • #62
      version 8.2 released

      Get it on the front page:

      # 8.2
      # Add option for 'no ocean' that will place nearly all land.
      # Note: takes longer to generate high land count maps. Be patient.
      # Add option for 'no ocean, no lakes' that will place all land.
      # Improve the placement performance of smartmap placement on high land count
      # maps by ruling out very low scoring placement positions earlier.
      # This will improve overall map generation performance slightly.
      # Small improvements to forest and lake placement, attempt to cure the
      # rare 'all forest tiles' on normal forest problem (I've never reproduced
      # this, but the chance that any such bug survived should be low.)
      # Added 'smartmap random pick' option to all (smartmap controlled)
      # menus, this makes a choice from among the more typically desirable
      # options, and also stays random the next time you create a map,
      # unlike the standard 'random' option, and even randomly re-picks if you
      # choose to 'regenerate map'. I highly recommend using this in place of
      # the standard 'random' option.
      Check out SmartMap: my ultra flexible map generator for civIV.
      http://apolyton.net/forums/showthrea...hreadid=147547

      Comment


      • #63
        The 8.2 version blows the video memory on standard size map now. The 8.1 version didn't. I have a titanium geforce2 with 64MB video RAM.

        BTW, could we have more speed options, including some kind of random speed or erratic speed. I thought it might be kind-of fun to have games where the speeds vary fast and slow as the game progesses. You could set up a series of blind erratic speed options with different variations enclosed and then a random speed option so we don't know for sure what's happening with time.
        Avoid COLONY RUSH on Galactic Civlizations II (both DL & DA) with my Slow Start Mod.
        Finding Civ 4: Colonization too easy? Try my Ten Colonies challenge.

        Comment


        • #64
          Originally posted by The Rusty Gamer
          The 8.2 version blows the video memory on standard size map now. The 8.1 version didn't. I have a titanium geforce2 with 64MB video RAM.

          BTW, could we have more speed options, including some kind of random speed or erratic speed. I thought it might be kind-of fun to have games where the speeds vary fast and slow as the game progesses. You could set up a series of blind erratic speed options with different variations enclosed and then a random speed option so we don't know for sure what's happening with time.
          The map script shouldn't have anything to do with video memory. I'm not using more tiles or anything in standard that should have any effect. I'd check to make sure you made no other changes to your system, and that you're not using override width or height. How do you know that it blows the video memory (as opposed to some other problem)?

          The speed options are not actually up to the map script, they are handed off to the mod, so I can't do anything with that.
          Check out SmartMap: my ultra flexible map generator for civIV.
          http://apolyton.net/forums/showthrea...hreadid=147547

          Comment


          • #65
            Well, I had the "Don't override" options and had the standard map size set, just as I had with previous versions which worked.

            The only thing different was that I used the new "smartmap random" options whereever I could but that doesn't affect size so ???
            Avoid COLONY RUSH on Galactic Civlizations II (both DL & DA) with my Slow Start Mod.
            Finding Civ 4: Colonization too easy? Try my Ten Colonies challenge.

            Comment


            • #66
              Originally posted by The Rusty Gamer
              Well, I had the "Don't override" options and had the standard map size set, just as I had with previous versions which worked.

              The only thing different was that I used the new "smartmap random" options whereever I could but that doesn't affect size so ???
              So what error message are you getting?

              The only thing I can think of is that maybe you're getting something like heavy jungle, heavy forest, and that having too many jungle or forest onscreen at once is overwhelming your video card. Or likewise, if you got 'many' for resources, maybe you've gotten more resources than ever before on screen at once and that was too much for your video memory.

              The first thing I would try is not using the new random options, and see if the problem goes away. If that works, it implies that one of the randomly picked options doesn't work for your system, and probably you just never tried that particular option before (or it could be a random combination of options as well).

              If you do have the exact error message let me know, it might help me guess if there is a good way to fix it. Does this error not occur if you pick a one size smaller map?
              Check out SmartMap: my ultra flexible map generator for civIV.
              http://apolyton.net/forums/showthrea...hreadid=147547

              Comment


              • #67
                version 8.3 released

                Get it from the first topic post.

                # 8.3
                # Tweak tundra, snow, desert picking process to make more likely on small maps.
                # Add new separation override to allow absolute control of continent separation.
                # More rivers sourced from hills if there are few peaks.
                # Added options for central, edge, and corner sea to the ocean selections to
                # generate that style of map. Particularly, if you enjoy the 'central sea'
                # map style, you can now generate that with SmartMap.
                # Tweak resource rates to make whales not quite so common, and to address other
                # resource rate comments reported.
                # Place resources in placement order to try to prevent good map positions from
                # being taken by resources placed in wrong order.
                # Added SmartMap New World placement option. This will prefer to place civs
                # only on continents in the eastern hemisphere. This option will default
                # to ordinary smartmap placement if there are not at least 2 continents, or if there
                # is not a continent at least 90% of which is located in the western hemisphere.
                Check out SmartMap: my ultra flexible map generator for civIV.
                http://apolyton.net/forums/showthrea...hreadid=147547

                Comment


                • #68
                  Have a mapping request that might fit within your script:

                  Would like to generate a map with single square islands only - with some option regarding minimum spacing between islands.

                  In case your curious, this would work very nicely for stellar maps for space-based mods. Would to your scripts to the last frontier.

                  At some point would like to be able to add options that are similar to continents - dual spiral arm system (archipelago's), galatic core (single land mass) but holding the single square with minimum spacing.

                  Already a great fan of the existing script. It is the baseline for our MP group. Many thanks for an excellent tool.

                  Cheers,
                  Elustrian

                  Comment


                  • #69
                    Originally posted by Elustrian
                    Have a mapping request that might fit within your script:

                    Would like to generate a map with single square islands only - with some option regarding minimum spacing between islands.

                    In case your curious, this would work very nicely for stellar maps for space-based mods. Would to your scripts to the last frontier.

                    At some point would like to be able to add options that are similar to continents - dual spiral arm system (archipelago's), galatic core (single land mass) but holding the single square with minimum spacing.

                    Already a great fan of the existing script. It is the baseline for our MP group. Many thanks for an excellent tool.

                    Cheers,
                    Elustrian
                    So ... if I follow this correctly, the rule would be that a land tile is always surrounded by 8 water tiles.

                    In the case of galaxies or what not, you would have groups of these tiles (tiles will be relatively close together), but each tile would still have its own 8 surrounding water tiles.

                    WWW
                    WLW
                    WWW

                    is an individual 'planet' or whatever. and roughly:

                    WWWWWWWWWWWW
                    WLWLWWWWWWWLW
                    WWWWWWWWWWWW
                    WWWWWWWWWWLW
                    WWWWWWWWWWWW

                    might be what two galaxies composed of two planets each would look like?

                    If that's the correct explanation for single-water spacing rule, then extending that to 2 or more water tile spacing is also straightforward, and I believe I could add this fairly trivially to the script.
                    Check out SmartMap: my ultra flexible map generator for civIV.
                    http://apolyton.net/forums/showthrea...hreadid=147547

                    Comment


                    • #70
                      Exactly! Had not considered in those terms (one land surrounded by 8 water) but that nails it.

                      Elustrian

                      Comment


                      • #71
                        version 8.4 released

                        Pick it up from the main post.

                        # 8.4
                        # Tweaked resource placement to obey minlatitude and maxlatitude for the stricter
                        # resource placement options (SmartMap few, and all clumping options).
                        # Tweaked resource rates some more based on forum feedback.
                        # Made some other adjustments to the fair resource distribution to simplify it, and
                        # to distribute resources a little more evenly in certain cases. Also improved
                        # chances that all expected resources will be placed.
                        # Added terrain options to place no desert, no snow, no snow/desert,
                        # no snow/desert/tundra, only plains, or only grass. If you wan't minimal
                        # snow/desert/tundra, play on tropical, and turn jungles to light if necessary.
                        # Added 'SmartMap restricted / most restricted' option to resource placement, which
                        # enforces every placement rule I understand, clumps both happy and health resources,
                        # and offers fewer (restricted)/much fewer (most restricted) resources in general.
                        # Move the version history for prior versions to end of file
                        # Added player/all inland/coastal placement options. Player inland will do its best
                        # to give the first player an inland start. Coastal prefers a coastal start. All
                        # attempts to do the same for all players (less likely to succeed, based on available
                        # map positions).
                        # Add single tile isles option. This make for a very wierd game in generic civiv, but
                        # was requested by people developing space/planet based variants.
                        # Fixed bug in override separation that caused it to behave always as if low sea level
                        # was selected instead.
                        # Added 'central pole' variation on all wrap options. This creates an icy pole in the
                        # center of the map, as if you were looking down on earth from above the north pole,
                        # also known as polar projection. This now allows you to have 0,1,2,3 poled maps,
                        # which you can envision as different ways to unwrap a spherical world onto a flat
                        # rectangular map.
                        # Fixed a small math error in determining the distance from the pole/equator which
                        # became obvious when working with the polar projection maps. This may cause you
                        # to see a little more snow/tundra than previously.
                        Check out SmartMap: my ultra flexible map generator for civIV.
                        http://apolyton.net/forums/showthrea...hreadid=147547

                        Comment


                        • #72
                          Originally posted by Elustrian
                          Exactly! Had not considered in those terms (one land surrounded by 8 water) but that nails it.

                          Elustrian
                          Pick up 8.4. Use 'one tile isles' in the continents selector.

                          Use sea level, or the separation override to determine how many spaces are required between tiles.
                          Check out SmartMap: my ultra flexible map generator for civIV.
                          http://apolyton.net/forums/showthrea...hreadid=147547

                          Comment


                          • #73
                            Thanks for your ongoing work on this DougM.
                            Avoid COLONY RUSH on Galactic Civlizations II (both DL & DA) with my Slow Start Mod.
                            Finding Civ 4: Colonization too easy? Try my Ten Colonies challenge.

                            Comment


                            • #74
                              Re: [Map Script] SmartMap

                              Originally posted by DougM
                              Version 8.4 update with support for single tile games (for space based mods), central pole, resource improvements, etc.
                              What space-based mods would these be? Please recommend one or more for me to try out.
                              Avoid COLONY RUSH on Galactic Civlizations II (both DL & DA) with my Slow Start Mod.
                              Finding Civ 4: Colonization too easy? Try my Ten Colonies challenge.

                              Comment


                              • #75
                                Re: Re: [Map Script] SmartMap

                                Originally posted by The Rusty Gamer


                                What space-based mods would these be? Please recommend one or more for me to try out.
                                Try pm'ing elustrian, he was the one who requested it. I've not actually tried any. I've seen screenshots of a couple at CFC, you could try checking in the creation forum there.
                                Check out SmartMap: my ultra flexible map generator for civIV.
                                http://apolyton.net/forums/showthrea...hreadid=147547

                                Comment

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