Announcement

Collapse
No announcement yet.

[Map Script] LandMasses

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • #16
    New version uploaded and available at the top of the page.

    Changes:

    # Lands:
    #
    # Added a third choice to the Coastlines option. Rougher' produces more rugged coasts than standard but smoother coasts than rugged. Like the other two choices available, the effectiveness of the option is based on the choices selected for Land Mass Seperation and Ocean.
    #
    # Resources:
    #
    # Added 'custom' choice to all resource options which allows a Python user to much more easily edit how resources are placed. The code which needs to be edited can be found under the heading CUSTOMISING RESOURCE PLACEMENT at the top of the LandMasses.py map script. Instructions can be found there explaining how to edit the resource placement.
    # Custom 'Resource LandMasses' allows the user to select the resources which will be limited to one continent. By default, custom produces the same results as LandMasses.
    # Custom 'Resource Tiles' allows the user to select the tiles a resource can be placed on. By default, custom produces the same results as LandMasses.
    # Custom 'Strategic Quantities' allows the user to select the number of each strategic resource. By default, custom produces the same results as normal strategic resources.
    # Custom 'Health Resources' and custom 'Luxury Resources' options work in the same way as custom 'Strategic Resources.

    To make use of the customisable resource options you'll need a Python editor. I use the one found here:

    Python

    1) Download python from the above link.
    2) Go to
    C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Public Maps
    or
    C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Warlords\Public Maps
    depending on which version of CivIV you are using. LandMasses.py should be in the folder you go to.
    3) Right click LandMasses.py. Select 'Edit with IDLE'.
    4) The heading CUSTOMISING RESOURCE PLACEMENT (line 18) marks the beginning of the instructions for customising resource placement.
    Last edited by Thedrin; April 9, 2007, 03:44.
    LandMasses Version 3 Now Available since 18/05/2008.

    Comment


    • #17
      New version uploaded and available at the top of the page.

      Changes:

      # Resources:
      #
      # Customising 'ResourceTiles' now allows the user to distinguish between coastal and ocean tiles.
      # Customising 'Resource Land Masses' now allows water based resources to be assigned to particular land masses. Previously, customising the options so that water based resources were isolated to single land masses was ineffective.
      # Introduced two new options: 'How many Land Masses' and 'Let Resources Clump'.
      #
      # 'How Many Land Masses':
      # If a resource is selected to be isolated - not placed on all land masses - this options allows the user to determine how many the resource will be placed on.
      # - Assigned to x land masses: Isolated resources are placed on x of the land masses. If x exceeds the number of land masses generated then no resources will be isolated; all resources selected for isolation may be generated on all land masses. Note that x only goes as far as 8. An alternative choice (listed below) exists if the user wants to place a resource on 9 out of 10 land masses.
      # - Assigned to half the land masses: Isolated resources are placed on half of the generated land masses.
      # - Assigned to all but one land mass: But for one land mass, an isolated resource may be placed anywhere.
      # - Custom: Like all resource options, the ability to customise the effects of this option are available to users willing to edit this script with Python. Custom allows different resources to be isolated to different numbers of land masses (though the user must also make sure to set the appropriate resources to be isolated in the first place). Left unedited, this choice will assign isolated resources to just one land mass.
      # Note that the map script is not guaranteed to generate the predefined number of landmasses so setting this option to 'assigned to x land masses' where x is a larger number may simply allow isolated resource to be generated everywhere.
      #
      # 'Let Resources Clump':
      # This determines whether or not two of any one resource are allowed to be placed near each other.
      # If clumping is disabled for a resource then a city's fat cross may only contain two of the resource in the following situations:
      # 1) .......
      # ..rYY..
      # .YYYYY.
      # .YYcYY.
      # .YYYYY.
      # ..YYYr.
      # .......
      #
      # 2) .......
      # ..YYY..
      # .rYYYY.
      # .YYcYY.
      # .YYYYY.
      # ..YYYr.
      # .......
      # where 'r' marks a resource, 'Y' marks a tile inside the city's fat cross, and 'c' marks the city tile.
      # Options:
      # - Standard: Attempts to approximate standard resource placement. Only luxury resources may be placed near each other.
      # - Strategic: Only strategic resources may be placed near each other.
      # - Health: Only health resources may be placed near each other.
      # - Luxury: Only luxury resources may be placed near each other.
      # - Strategic/Health: Only strategic and health resources may be placed near each other.
      # - Strategic/Luxury: Only strategic and luxury resources may be placed near each other.
      # - Health/Luxury: Only health and luxury resources may be placed near each other.
      # - Strategic/Health/Luxury: All resources may be placed near each other.
      # - Custom: The map script can be easily edited (as with other resource options) so that the user can decide which resources may be clumped. 'Custom' uses the user-edited clumped resources instead of one of the predefined options. If no editing has taken place, 'custom' uses the 'standard' option.
      Last edited by Thedrin; April 11, 2007, 08:32.
      LandMasses Version 3 Now Available since 18/05/2008.

      Comment


      • #18
        New version uploaded and available at the top of the page:

        Changes:

        # Lands:
        #
        # Reduced the options 'Mountain Ranges:' and 'Changes in Altitude' down to a single option. There is no longer a range of options for choosing the degree to which hills and peaks congregate together, just the choice as to whether or not they should clump together.
        #
        # Terrain:
        #
        # Reworked terrain options. Fantasy option excluded, all terrain types use the standard terrain generator but apply different values to certain variables.
        # Options:
        # - Cool, Temperate, Warm: These determine how far from the equator ice and tundra are generated. Temperate generates both terrains at the normal latitudes. Cool generates both terrains closer to the equator. Warm generates both terrains further from the equator.
        # - More desert, normal desert, less desert: How many desert tiles are generated. More desert generates roughly 50% more than usual. Less desert generates roughly 50% less than usual.
        # - More plains, normal plains, less plains: How many plains tiles are generated. More plains generates roughly 50% more than usual. Less plains generates roughly 50% less than usual.
        # - Fantasy: Places all land terrains randomly. Water terrain - coast or ocean - remain unchanged.
        #
        # Terrain Homogeneity determines how clumped each terrain type is. This option is ignored if Fantasy has been chosen.
        #
        # Features:
        #
        # An option, "Woodlands:", is now available to control the amount of forest and jungle features generated. Similar to the newly added terrain options, this works by giving the standard feature generator different values to work with.
        # - More jungle, normal jungle, less juugle: More jungle generates more jungle than normal. Less jungle generates less jungle than normal.
        # - More forest, normal forest, less forest: More forest generates more forests than normal. Less forest generates less forests than normal.
        #
        # An option, "Flood Plains:", is now available to give some control over placement of flood plains.
        # - 'Normal flood plains placement' only places on flat, riverside desert tiles.
        # - 'Extra flood plains' also places flood plains on flat, riverside grassland, plains, and tundra tiles.
        #
        # Resources:
        #
        # Setting both 'Resource Land Masses' and 'Resource Tiles' to 'Standard' will no longer deactivate all other resource options. Setting 'Resources' to 'Standard - ignore resource options' is now the only way to do this.
        LandMasses Version 3 Now Available since 18/05/2008.

        Comment


        • #19
          New version uploaded and available at the top of the thread.

          # Lands:
          #
          # Corrected an error which resulted in more than the selected percentage of ocean being generated. Previously, the amount of land generated was a fraction of (width - 4)*(height - 4). Now the amount of land generated is a fraction of width*height. This can lead to a lot more land being generated than previously. Since the amount of hills and peaks generated is also determined by the amount of land generated, more of these will be generated, though the percentage should be unchanged. The user may prefer to switch the ocean setting to a higher percentage.
          #
          # Reworked the code placing the initial tile of each continent. Alterations:
          # - generating a small number of continents on a larger map size may take longer than previously.
          # - generating a large number of continents should take a lot quicker than previously.
          # - it is more likely that all requested continents are placed.
          # - land masses should be more varied in shape.
          #
          # Added a new option, "Continent Placement:":
          # - 'Normal continent placement' will place the initial tile of each continent randomly.
          # - 'More rounded land masses' will generate land masses which tend to be more circular.
          # - 'More snaky land masses' will generate land masses which tend to be longer and more stretched.
          # Notes:
          # 1) This option only affects land masses which contain 3 continents or more:
          # - Selecting 2 land masses, 4 continents, and evenly distributed continents will leave the land mass shape unaffected by the Continent Placement options 'more rounded land masses' and 'more snaky land masses'.
          # - Selecting 2 land masses, 6 continents, and evenly distributed continents will mean that the placement of the first tile of the last continent on each land mass will be affected by the Continent Placement options 'more rounded land masses' and 'more snake land masses'.
          # - Selecting 2 land masses, 5 continents, and evenly distributed continents will mean that the placement of the first tile of the last continent on one land mass will be affected by the Continent Placement options 'more rounded land masses' and 'more snake land masses'.
          # 2) The more continents placed on a land mass, the more noticeable the affects of the options 'more rounded land masses' and 'more snaky land masses'.
          # - Selecting 2 land masses, 20 continents, and evenly distributed continents will make the affects of 'more rounded land masses' and 'more snaky land masses' more obvious than if 2 land masses, 8 continents, and evenly distributed continents, or 5 land masses, 20 continents, and evenly distributed continents had been selected.
          LandMasses Version 3 Now Available since 18/05/2008.

          Comment


          • #20
            This Map script is awesome
            You just wasted six ... no, seven ... seconds of your life reading this sentence.

            Comment


            • #21
              Thank you.

              New version uploaded and available at the top of the thread.

              Changes:

              # Lands:
              #
              # Since pre-2.7 LandMasses rarely produced more than 7 continents on huge maps but LandMasses 2.7 can easily generate 20 continents on a standard size map, mountain ranges in maps generated with a large numbers of continents for every land mass aren't as well defined as they were previously (which, I think, removes any point in including that feature). A new option has been added to the Mountain Ranges option called 'ranges' (what was previously called ranges has been renamed 'all ranges').
              # - ranges will select between 3 and 5 continents which will increase the altitude of land plots already created by other continents.
              # - all ranges will, as before, cause all continents to increase the altitude of any land plot already created by other continents.
              # Note:
              # 1) using ranges, a mountain range produced between two continents may not be as clearly defined as one produced in pre-2.7 LandMasses since the extra altitude may only be generated by one of the two continents.
              Last edited by Thedrin; May 6, 2007, 03:05.
              LandMasses Version 3 Now Available since 18/05/2008.

              Comment


              • #22
                New version uploaded and available at the top of the thread.

                Changes:

                # Lands:
                #
                # Increased the likelihood of Indonesia-like continent-to-archipelago formations being generated under certain settings More specifically, when Coastlines is set to 'rougher' there is an increased chance of such formations being generated and when Coastlines is set to rugged there is a further increased chance of such formations being generated.
                LandMasses Version 3 Now Available since 18/05/2008.

                Comment


                • #23
                  New version uploaded and available at the top of the thread.

                  Changes:

                  #
                  # Map Size:
                  #
                  # Introduced new "Min. Height" choice; 'Normal ratio of width to height'. This allows the user to select a width and an apporpriate height will be chosen so that the ratio of the map's width and height are similar to that generated in the Continent map script.
                  # The height chosen will be between 3/5 (0.6) and 5/8 (0.625) of the width - the minimum and maximum ratios used by the Continent map script (the ratio changes with different sizes).
                  #
                  # Increased the maximum value for the map width to 308 (from 240). This won't generate maps with a height of 240 using the 'Normal ratio of width to height' option but it allows that option to generate maps with an area equal to that of a 240x240 map.
                  #
                  # Lands:
                  #
                  # Reworked how continent-to-archipelago formations are generated.
                  #
                  # General Map Options:
                  #
                  # Removed Sealevel option (the one that's standard with most maps) since it wasn't doing anything.
                  #
                  # Removed standard 'Random' choice from all options. Introduced an alternative set of random options:
                  # - Continent Distribution: 'Random' will select from all available choices.
                  # - Continent Placement: 'Random' will select from all available choices.
                  # - Coastlines: 'Random' will select from all available choices.
                  # - Hills: 2 random options
                  # 1) 'Random' chooses between 12.5% and 34.5% of land to be hills.
                  # 2) 'Random highlands' chooses between 40% and 50% of land to be hills.
                  # - Peaks: 2 random options
                  # 1) 'Random' chooses between 0% and 14% of land to be peaks.
                  # 2) 'Random highlands' chooses between 20% and 30% of land to be peaks.
                  # - Mountain Ranges: 'Random' will select from all available choices.
                  # - Terrain: 'Random' will select from all available options except 'fantasy'.
                  # - Terrain Homogeneity: 'Random' will seleect from all available options.
                  # - Woodlands: 'Random' will select from all available options.
                  # - Resource Land Masses: 'Random' will select from all available options except 'custom'
                  # - How Many Land Masses: 'Random' will isolate resources to between 1 and (actual number of land masses - 1) land masses.
                  # - Strategic Quantities: 'Random' will select between 'few strategic resources', 'normal strategic resources', and 'many strategic resources'.
                  # - Health Quantities: 'Random' will select between 'few health resources', 'normal health resources', and 'many health resources'.
                  # - Luxury Quantities: 'Random' will select between 'few luxury resources', 'normal luxury resources', and 'many luxury resources'.
                  #
                  # Some options - usually because they are structured so that a random option is pointless or because the user is much more likely to have a definite idea on what they want from the option - do not recieve a random option. These options are:
                  # - Min./Max. Width
                  # - Min./Max. Height
                  # - Min./Max. Land Masses
                  # - Min./Max. Continents
                  # - Min./Max. Land Mass Buffer
                  # - Min./Max. Ocean
                  # - Flood Plains
                  # - Resources
                  # - Resource Tiles
                  # - Let Resources Clump
                  # - Print Map Details
                  #
                  # New option 'Print Map Details' so that option choices (including random selections) may be printed.
                  # - No: Selected options are not printed.
                  # - Yes: Details about the generated map are printed to C:\Program Files\Firaxis Games\Map Options. This file can be opened with Notepad. This file is overwritten everytime a new map is generated.
                  # Note that the selected option for 'Let Resources Clump:' is not listed.
                  LandMasses Version 3 Now Available since 18/05/2008.

                  Comment


                  • #24
                    New version uploaded and available at the top of the thread.

                    Changes:

                    # Lands:
                    #
                    # Fixed an error that arose when the number of continents selected for generating mountain ranges (using 'ranges') was one less than the number of continents generated.
                    LandMasses Version 3 Now Available since 18/05/2008.

                    Comment


                    • #25
                      New version uploaded and available at the top of the thread.

                      Changes:

                      # Lands:
                      #
                      # Fixed an error that arose when only one continent was to be generated.
                      #
                      # Resources:
                      #
                      # Fixed an error that arose when 'Resources' was set to 'standard - ignore resource options'.
                      LandMasses Version 3 Now Available since 18/05/2008.

                      Comment

                      Working...
                      X